Mercurial > mm7
changeset 1798:4d4df91a2546
Merge
author | Ritor1 |
---|---|
date | Fri, 04 Oct 2013 20:25:02 +0600 |
parents | 6e513e042e0e (current diff) 0c4d3c6a9d5a (diff) |
children | dfafcd39c67b |
files | mm7_2.cpp |
diffstat | 10 files changed, 1031 insertions(+), 1242 deletions(-) [+] |
line wrap: on
line diff
--- a/Indoor.cpp Fri Oct 04 20:24:49 2013 +0600 +++ b/Indoor.cpp Fri Oct 04 20:25:02 2013 +0600 @@ -6477,6 +6477,7 @@ signed int depth_num_vertices; // [sp+1Ch] [bp-Ch]@9 int v80; // [sp+1Ch] [bp-Ch]@76 bool next_vertices_flag; // [sp+20h] [bp-8h]@10 + //Доп инфо "Программирование трёхмерных игр для windows" Ламот стр 910 pFace = &pIndoor->pFaces[uFaceID]; memset(&PortalFace, 0, sizeof(stru367));
--- a/Items.h Fri Oct 04 20:24:49 2013 +0600 +++ b/Items.h Fri Oct 04 20:25:02 2013 +0600 @@ -192,13 +192,13 @@ typedef struct CEnchantment { + unsigned __int16 Player::* statPtr; + int statBonus; CEnchantment(int bonus, unsigned __int16 Player::* skillPtr = NULL): -statBonus(bonus), + statBonus(bonus), statPtr(skillPtr) -{ -} -int statBonus; -unsigned __int16 Player::* statPtr; + { + } } CEnchantment; /* 64 */
--- a/Player.cpp Fri Oct 04 20:24:49 2013 +0600 +++ b/Player.cpp Fri Oct 04 20:25:02 2013 +0600 @@ -297,7 +297,7 @@ { baseConditionMultiplier = 5; } - if ( conditionIdx == 16 ) + else //if ( conditionIdx == 16 ) { baseConditionMultiplier = 10; } @@ -900,8 +900,6 @@ //----- (004927A8) -------------------------------------------------------- int Player::AddItem(int index, unsigned int uItemID) { - int xStartValue = 0; - if ( index == -1 ) { for (int xcoord = 0; xcoord < INVETORYSLOTSWIDTH; xcoord++) @@ -1142,7 +1140,6 @@ { unsigned __int16 v2; // ax@1 int v5; // edi@7 - return true; if (CheckHiredNPCSpeciality(Scholar)) return true; @@ -2098,7 +2095,7 @@ fineIfFailed = actroPtr->pMonsterInfo.uLevel + 100 * (_steal_perm + reputation); currMaxItemValue = v29 + v7 * v30; pGlobalTXT_LocalizationStrings[200]; - if ( false && (rand() % 100 < 5 || fineIfFailed > currMaxItemValue || BYTE2(actroPtr->uAttributes) & 8) ) + if ( rand() % 100 < 5 || fineIfFailed > currMaxItemValue || BYTE2(actroPtr->uAttributes) & 8 ) { Actor::AggroSurroundingPeasants(uActorID, 1); sprintfex(pTmpBuf2.data(), pGlobalTXT_LocalizationStrings[376], this->pName); @@ -2279,6 +2276,7 @@ v4 = 0; v47 = 0; + v48 = nullptr; switch ( attTypeCast ) { case SPECIAL_ATTACK_CURSE: @@ -2873,6 +2871,8 @@ if (IsRaceHuman()) racialBonus = 5; break; + default: + Error("Unknown attribute"); } v7 = GetItemsBonus(a2) + racialBonus; return v7 + *resStat; @@ -2899,25 +2899,26 @@ v10 += leatherArmorSkillLevel & 0x3F; switch (a2) { - case CHARACTER_ATTRIBUTE_RESIST_FIRE: - resStat = &sResFireBonus; - break; - case CHARACTER_ATTRIBUTE_RESIST_AIR: - resStat = &sResAirBonus; - break; - case CHARACTER_ATTRIBUTE_RESIST_WATER: - resStat = &sResWaterBonus; - break; - case CHARACTER_ATTRIBUTE_RESIST_EARTH: - resStat = &sResEarthBonus; - break; - case CHARACTER_ATTRIBUTE_RESIST_MIND: - resStat = &sResMindBonus; - break; - case CHARACTER_ATTRIBUTE_RESIST_BODY: - case CHARACTER_ATTRIBUTE_RESIST_SPIRIT: - resStat = &sResBodyBonus; - break; + case CHARACTER_ATTRIBUTE_RESIST_FIRE: + resStat = &sResFireBonus; + break; + case CHARACTER_ATTRIBUTE_RESIST_AIR: + resStat = &sResAirBonus; + break; + case CHARACTER_ATTRIBUTE_RESIST_WATER: + resStat = &sResWaterBonus; + break; + case CHARACTER_ATTRIBUTE_RESIST_EARTH: + resStat = &sResEarthBonus; + break; + case CHARACTER_ATTRIBUTE_RESIST_MIND: + resStat = &sResMindBonus; + break; + case CHARACTER_ATTRIBUTE_RESIST_BODY: + case CHARACTER_ATTRIBUTE_RESIST_SPIRIT: + resStat = &sResBodyBonus; + break; + default: Error("Unexpected attribute"); } baseRes = GetBaseResistance(a2); result = v10 + GetMagicalBonus(a2) + baseRes + *(resStat); @@ -4295,6 +4296,7 @@ case 4: attribute_value = uAccuracy; break; case 5: attribute_value = uSpeed; break; case 6: attribute_value = uLuck; break; + default: Error("Unexpected attribute"); }; if (attribute_value == base_attribute_value) @@ -4911,6 +4913,8 @@ playerAffected->sResBodyBase += thisa; v13 = pGlobalTXT_LocalizationStrings[29]; break; + default: ("Unexpected attribute"); + return; } sprintf(pTmpBuf.data(), "+%u %s %s", thisa, v13, pGlobalTXT_LocalizationStrings[121]); break; @@ -5008,140 +5012,14 @@ int actStat; // ebx@161 int baseStat; // eax@161 - if ( VarNum > VAR_AutoNotes ) - { - switch ( VarNum ) - { - case VAR_AutoNotes : //TODO: find out why the double subtraction. or whether this is even used - test_bit_value = 0x80u >> (pValue - 2) % 8; - byteWithRequestedBit = pParty->_autonote_bits[(pValue - 2) /8]; - return (test_bit_value & byteWithRequestedBit) != 0; - case VAR_IsMightMoreThanBase: - actStat = GetActualMight(); - baseStat = GetBaseStrength(); - return (actStat >= baseStat); - case VAR_IsIntellectMoreThanBase: - actStat = GetActualIntelligence(); - baseStat = GetBaseIntelligence(); - return (actStat >= baseStat); - case VAR_IsPersonalityMoreThanBase: - actStat = GetActualWillpower(); - baseStat = GetBaseWillpower(); - return (actStat >= baseStat); - case VAR_IsEnduranceMoreThanBase: - actStat = GetActualEndurance(); - baseStat = GetBaseEndurance(); - return (actStat >= baseStat); - case VAR_IsSpeedMoreThanBase: - actStat = GetActualSpeed(); - baseStat = GetBaseSpeed(); - return (actStat >= baseStat); - case VAR_IsAccuracyMoreThanBase: - actStat = GetActualAccuracy(); - baseStat = GetBaseAccuracy(); - return (actStat >= baseStat); - case VAR_IsLuckMoreThanBase: - actStat = GetActualLuck(); - baseStat = GetBaseLuck(); - return (actStat >= baseStat); - case VAR_PlayerBits: - test_bit_value = 0x80u >> ((signed __int16)pValue - 1) % 8; - byteWithRequestedBit = this->field_1A50[((signed __int16)pValue - 1)/8]; - return ( test_bit_value & byteWithRequestedBit ) != 0; - case VAR_NPCs2: - return pNPCStats->pNewNPCData[pValue].Hired(); - case VAR_IsFlying: - if ( pParty->bFlying - && (pParty->pPartyBuffs[PARTY_BUFF_FLY].uExpireTime> 0) ) - return true; - return false; - case VAR_HiredNPCHasSpeciality: - return CheckHiredNPCSpeciality(pValue); - case VAR_CircusPrises: //isn't used in MM6 since 0x1D6u is a book of regeneration - v4 = 0; - for (int playerNum = 0; playerNum < 4; playerNum++) - { - for (int invPos = 0; invPos < 138; invPos++) - { - int itemId = pParty->pPlayers[playerNum].pInventoryItemList[invPos].uItemID; - switch ( itemId ) - { - case 0x1D6u: - ++v4; - break; - case 0x1D7u: - v4 += 3; - break; - case 0x1DDu: - v4 += 5; - break; - } - } - } - return v4 >= pValue; - case VAR_NumSkillPoints: - return this->uSkillPoints >= (unsigned int)pValue; - case VAR_MonthIs: - return (pParty->uCurrentMonth == (unsigned int)pValue); - case VAR_Counter1: - case VAR_Counter2: - case VAR_Counter3: - case VAR_Counter4: - case VAR_Counter5: - case VAR_Counter6: - case VAR_Counter7: - case VAR_Counter8: - case VAR_Counter9: - case VAR_Counter10: - if (pParty->PartyTimes.CounterEventValues[VarNum - VAR_Counter1]) //originally (signed __int64)(__PAIR__(*(int *)&stru_AA1058[3].pSounds[8 * VarNum + 44304], *(int *)&stru_AA1058[3].pSounds[8 * VarNum + 44300]) - { - return (pParty->PartyTimes.CounterEventValues[VarNum - VAR_Counter1] + 460800 * pValue * 0.033333335) <= pParty->uTimePlayed ; - } - case VAR_ReputationInCurrentLocation: - v19 = &pOutdoor->ddm; - if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor ) - v19 = &pIndoor->dlv; - return (v19->uReputation >= pValue); - case VAR_Unknown1: - v21 = &pOutdoor->ddm; - if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor ) - v21 = &pIndoor->dlv; - return (v21->field_C_alert == pValue); //yes, equality, not >= - case VAR_GoldInBank: - return pParty->uNumGoldInBank >= (unsigned int)pValue; - case VAR_NumDeaths: - return pParty->uNumDeaths >= (unsigned int)pValue; - case VAR_NumBounties: - return pParty->uNumBountiesCollected >= (unsigned int)pValue; - case VAR_PrisonTerms: - return pParty->uNumPrisonTerms >= pValue; - case VAR_ArenaWinsPage: - return (unsigned __int8)pParty->uNumArenaPageWins >= pValue; - case VAR_ArenaWinsSquire: - return (unsigned __int8)pParty->uNumArenaSquireWins >= pValue; - case VAR_ArenaWinsKnight: - return (unsigned __int8)pParty->uNumArenaKnightWins >= pValue; - case VAR_ArenaWinsLord: - return pParty->uNumArenaLordWins >= pValue; - case VAR_Invisible: - return ( pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime > 0 ); - case VAR_ItemEquipped: - for (int i = 0; i < 16; i++) - { - if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) && GetNthEquippedIndexItem(i)->uItemID == pValue ) - { - return true; - } - } - return false; - default: - return false; - } - } - if ( VarNum <= VAR_MajorCondition ) - { - switch ( VarNum ) - { + + if ( (signed int)VarNum >= VAR_MapPersistentVariable_0 && VarNum <= VAR_MapPersistentVariable_74 ) + return (unsigned __int8)stru_5E4C90_MapPersistVars.field_0[VarNum - VAR_MapPersistentVariable_0] > 0; // originally (unsigned __int8)byte_5E4C15[VarNum]; + if ( (signed int)VarNum >= VAR_MapPersistentVariable_75 && VarNum <= VAR_MapPersistentVariable_99 ) + return (unsigned __int8)stru_5E4C90_MapPersistVars._decor_events[VarNum - VAR_MapPersistentVariable_75] > 0; //not really sure whether the number gets up to 99, but can't ignore the possibility + + switch ( VarNum ) + { case VAR_Sex: return ( pValue == this->uSex ); case VAR_Class: @@ -5167,15 +5045,11 @@ case VAR_Age: return GetActualAge() >= (unsigned int)pValue; case VAR_Award: - test_bit_value = 0x80u >> (pValue - 1) % 8; - byteWithRequestedBit = this->_achieved_awards_bits[(pValue - 1) /8]; - return ( test_bit_value & byteWithRequestedBit ) != 0; + return _449B57_test_bit(this->_achieved_awards_bits, pValue); case VAR_Experience: return this->uExperience >= pValue; //TODO change pValue to long long case VAR_QBits_QuestsDone: - test_bit_value = 0x80u >> (pValue - 1) % 8; - byteWithRequestedBit = pParty->_quest_bits[(pValue - 1)/8]; - return ( test_bit_value & byteWithRequestedBit ) != 0; + return _449B57_test_bit(pParty->_quest_bits, pValue); case VAR_PlayerItemInHands: for (int i = 0; i < 138; i++) { @@ -5402,13 +5276,130 @@ return v4 >= pValue; } return true; - } - } - if ( (signed int)VarNum >= VAR_MapPersistentVariable_0 && VarNum <= VAR_MapPersistentVariable_74 ) - return (unsigned __int8)stru_5E4C90_MapPersistVars.field_0[VarNum - VAR_MapPersistentVariable_0] > 0; // originally (unsigned __int8)byte_5E4C15[VarNum]; - if ( (signed int)VarNum >= VAR_MapPersistentVariable_75 && VarNum <= VAR_MapPersistentVariable_99 ) - return (unsigned __int8)stru_5E4C90_MapPersistVars._decor_events[VarNum - VAR_MapPersistentVariable_75] > 0; //not really sure whether the number gets up to 99, but can't ignore the possibility - + case VAR_AutoNotes : //TODO: find out why the double subtraction. or whether this is even used + test_bit_value = 0x80u >> (pValue - 2) % 8; + byteWithRequestedBit = pParty->_autonote_bits[(pValue - 2) /8]; + return (test_bit_value & byteWithRequestedBit) != 0; + case VAR_IsMightMoreThanBase: + actStat = GetActualMight(); + baseStat = GetBaseStrength(); + return (actStat >= baseStat); + case VAR_IsIntellectMoreThanBase: + actStat = GetActualIntelligence(); + baseStat = GetBaseIntelligence(); + return (actStat >= baseStat); + case VAR_IsPersonalityMoreThanBase: + actStat = GetActualWillpower(); + baseStat = GetBaseWillpower(); + return (actStat >= baseStat); + case VAR_IsEnduranceMoreThanBase: + actStat = GetActualEndurance(); + baseStat = GetBaseEndurance(); + return (actStat >= baseStat); + case VAR_IsSpeedMoreThanBase: + actStat = GetActualSpeed(); + baseStat = GetBaseSpeed(); + return (actStat >= baseStat); + case VAR_IsAccuracyMoreThanBase: + actStat = GetActualAccuracy(); + baseStat = GetBaseAccuracy(); + return (actStat >= baseStat); + case VAR_IsLuckMoreThanBase: + actStat = GetActualLuck(); + baseStat = GetBaseLuck(); + return (actStat >= baseStat); + case VAR_PlayerBits: + test_bit_value = 0x80u >> ((signed __int16)pValue - 1) % 8; + byteWithRequestedBit = this->field_1A50[((signed __int16)pValue - 1)/8]; + return ( test_bit_value & byteWithRequestedBit ) != 0; + case VAR_NPCs2: + return pNPCStats->pNewNPCData[pValue].Hired(); + case VAR_IsFlying: + if ( pParty->bFlying + && (pParty->pPartyBuffs[PARTY_BUFF_FLY].uExpireTime> 0) ) + return true; + return false; + case VAR_HiredNPCHasSpeciality: + return CheckHiredNPCSpeciality(pValue); + case VAR_CircusPrises: //isn't used in MM6 since 0x1D6u is a book of regeneration + v4 = 0; + for (int playerNum = 0; playerNum < 4; playerNum++) + { + for (int invPos = 0; invPos < 138; invPos++) + { + int itemId = pParty->pPlayers[playerNum].pInventoryItemList[invPos].uItemID; + switch ( itemId ) + { + case 0x1D6u: + ++v4; + break; + case 0x1D7u: + v4 += 3; + break; + case 0x1DDu: + v4 += 5; + break; + } + } + } + return v4 >= pValue; + case VAR_NumSkillPoints: + return this->uSkillPoints >= (unsigned int)pValue; + case VAR_MonthIs: + return (pParty->uCurrentMonth == (unsigned int)pValue); + case VAR_Counter1: + case VAR_Counter2: + case VAR_Counter3: + case VAR_Counter4: + case VAR_Counter5: + case VAR_Counter6: + case VAR_Counter7: + case VAR_Counter8: + case VAR_Counter9: + case VAR_Counter10: + if (pParty->PartyTimes.CounterEventValues[VarNum - VAR_Counter1]) //originally (signed __int64)(__PAIR__(*(int *)&stru_AA1058[3].pSounds[8 * VarNum + 44304], *(int *)&stru_AA1058[3].pSounds[8 * VarNum + 44300]) + { + return (pParty->PartyTimes.CounterEventValues[VarNum - VAR_Counter1] + 460800 * pValue * 0.033333335) <= pParty->uTimePlayed ; + } + case VAR_ReputationInCurrentLocation: + v19 = &pOutdoor->ddm; + if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor ) + v19 = &pIndoor->dlv; + return (v19->uReputation >= pValue); + case VAR_Unknown1: + v21 = &pOutdoor->ddm; + if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor ) + v21 = &pIndoor->dlv; + return (v21->field_C_alert == pValue); //yes, equality, not >= + case VAR_GoldInBank: + return pParty->uNumGoldInBank >= (unsigned int)pValue; + case VAR_NumDeaths: + return pParty->uNumDeaths >= (unsigned int)pValue; + case VAR_NumBounties: + return pParty->uNumBountiesCollected >= (unsigned int)pValue; + case VAR_PrisonTerms: + return pParty->uNumPrisonTerms >= pValue; + case VAR_ArenaWinsPage: + return (unsigned __int8)pParty->uNumArenaPageWins >= pValue; + case VAR_ArenaWinsSquire: + return (unsigned __int8)pParty->uNumArenaSquireWins >= pValue; + case VAR_ArenaWinsKnight: + return (unsigned __int8)pParty->uNumArenaKnightWins >= pValue; + case VAR_ArenaWinsLord: + return pParty->uNumArenaLordWins >= pValue; + case VAR_Invisible: + return ( pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].uExpireTime > 0 ); + case VAR_ItemEquipped: + for (int i = 0; i < 16; i++) + { + if ( HasItemEquipped((ITEM_EQUIP_TYPE)i) && GetNthEquippedIndexItem(i)->uItemID == pValue ) + { + return true; + } + } + return false; + } + return false; } @@ -5417,513 +5408,576 @@ void Player::SetVariable(enum VariableType var_type, signed int var_value) { signed int currPlayerId; // ebx@1 - Player *v4_unused; // esi@1 - unsigned int v5_unused; // edi@1 unsigned int v6; // esi@13 unsigned int v7; // esi@14 - signed int v8_unused; // eax@17 - ItemGen *v9; // ecx@17 - int v10; // eax@21 signed int v11; // eax@30 - Player *unused12; // ecx@44 - char *v13; // ecx@45 - Player *v14; // ecx@49 - int v15; // ecx@86 - int v16; // esi@106 - char v17; // al@106 - int v18; // eax@107 - Player *v19; // ecx@112 - Player *v20; // ecx@127 - int v21; // eax@127 - int v22; // eax@145 - char v23; // zf@146 DDM_DLV_Header *v24; // ecx@148 - signed int v25; // eax@172 - int v26; // [sp-8h] [bp-3Ch]@84 - signed int unused27; // [sp-4h] [bp-38h]@4 - int v28_unused; // [sp-4h] [bp-38h]@84 ItemGen item; // [sp+Ch] [bp-28h]@52 - char v30_unused; // [sp+32h] [bp-2h]@1 - char v31_unused; // [sp+33h] [bp-1h]@1 - - currPlayerId = -1; - for (int i = 1; i <= 4; i++) //TODO: add a member variable for playerid in the future - { - if ( this == pPlayers[i] ) - { - currPlayerId = i - 1; - break; - } - } - - Assert(currPlayerId != -1); - if ( var_type > VAR_AutoNotes ) - { - if ( var_type <= VAR_GoldInBank ) - { - if ( var_type == VAR_GoldInBank ) + + currPlayerId = 0; + if ( this == pPlayers[2] ) + currPlayerId = 1; + else if ( this == pPlayers[3] ) + currPlayerId = 2; + else if ( this == pPlayers[4] ) + currPlayerId = 3; + + + if ( var_type >= VAR_History_0 && var_type <= VAR_History_28) + { + if (!pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0]) + { + pParty->PartyTimes.HistoryEventTimes[var_type - VAR_History_0] = pParty->uTimePlayed; + if (pStorylineText->StoreLine[var_type - VAR_History_0].pText) { - pParty->uNumGoldInBank = var_value; - return; + bFlashHistoryBook = 1; + PlayAwardSound(currPlayerId); } - if ( var_type <= VAR_Counter10 ) + } + return; + } + + if ( var_type >= VAR_MapPersistentVariable_0 && var_type <= VAR_MapPersistentVariable_99 ) + { + byte_5E4C15[var_type] = var_value; + return; + } + + if ( var_type >= VAR_UnknownTimeEvent0 && var_type <= VAR_UnknownTimeEvent19 ) + { + pParty->PartyTimes._s_times[var_type - VAR_UnknownTimeEvent0] = pParty->uTimePlayed; //*(int *)&stru_AA1058[3].pSounds[8 * var_type + 44532] = LODWORD(pParty->uTimePlayed);, *(int *)&stru_AA1058[3].pSounds[8 * var_type + 44536] = HIDWORD(pParty->uTimePlayed + PlayAwardSound(currPlayerId); + return; + } + + switch ( var_type ) + { + case VAR_Sex: + this->uSex = (PLAYER_SEX)var_value; + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_Class: + this->classType = (PLAYER_CLASS_TYPE)var_value; + if ( (PLAYER_CLASS_TYPE)var_value == PLAYER_CLASS_LICH ) { - if ( (signed int)var_type >= 0xF5 ) + for (int i = 0; i < 138; i++) { - pParty->PartyTimes.CounterEventValues[var_type - VAR_Counter1] = pParty->uTimePlayed; // *(int *)&stru_AA1058[3].pSounds[8 * var_type + 44300] = LODWORD(pParty->uTimePlayed);*(int *)&stru_AA1058[3].pSounds[8 * var_type + 44304] = HIDWORD(pParty->uTimePlayed); + if (this->pOwnItems[i].uItemID == ITEM_LICH_JAR_EMPTY) + { + this->pOwnItems[i].uItemID = ITEM_LICH_JAR_FULL; + this->pOwnItems[i].uHolderPlayer = currPlayerId + 1; + } + } + if ( this->sResFireBase < 20 ) + this->sResFireBase = 20; + if ( this->sResAirBase < 20 ) + this->sResAirBase = 20; + if ( this->sResWaterBase < 20 ) + this->sResWaterBase = 20; + if ( this->sResEarthBase < 20 ) + this->sResEarthBase = 20; + this->sResMindBase = 200; + this->sResBodyBase = 200; + v11 = this->GetSexByVoice(); + this->uPrevVoiceID = this->uVoiceID; + this->uPrevFace = this->uCurrentFace; + if ( v11 ) + { + this->uCurrentFace = 21; + this->uVoiceID = 21; } else { - switch ( var_type ) - { - case VAR_PlayerBits: - _449B7E_toggle_bit((unsigned char *)field_1A50, var_value, 1u); - break; - case VAR_NPCs2: - pParty->field_709 = 0; - LOBYTE(pNPCStats->pNewNPCData[var_value].uFlags) |= 0x80u; - pParty->CountHirelings(); - viewparams->bRedrawGameUI = true; - break; - case VAR_NumSkillPoints: - this->uSkillPoints = var_value; - break; - } + this->uCurrentFace = 20; + this->uVoiceID = 20; } - return; + ReloadPlayerPortraits(currPlayerId, this->uCurrentFace); } - if ( var_type <= VAR_Counter10 ) - return; - if ( (signed int)var_type <= VAR_UnknownTimeEvent19 ) + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_CurrentHP: + this->sHealth = var_value; + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_MaxHP: + this->sHealth = GetMaxHealth(); + return; + case VAR_CurrentSP: + this->sMana = var_value; + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_MaxSP: + this->sMana = GetMaxMana(); + return; + case VAR_ACModifier: + this->sACModifier = (unsigned __int8)var_value; + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_BaseLevel: + this->uLevel = (unsigned __int8)var_value; + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_LevelModifier: + this->sLevelModifier = (unsigned __int8)var_value; + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_Age: + this->sAgeModifier = var_value; + return; + case VAR_Award: + if ( !_449B57_test_bit(this->_achieved_awards_bits, var_value) && pAwards[var_value].pText ) { - pParty->PartyTimes._s_times[var_type - VAR_UnknownTimeEvent0] = pParty->uTimePlayed; //*(int *)&stru_AA1058[3].pSounds[8 * var_type + 44532] = LODWORD(pParty->uTimePlayed);, *(int *)&stru_AA1058[3].pSounds[8 * var_type + 44536] = HIDWORD(pParty->uTimePlayed); + PlayAwardSound_Anim(currPlayerId); + this->PlaySound(SPEECH_96, 0); } - else + _449B7E_toggle_bit(this->_achieved_awards_bits, var_value, 1u); + return; + case VAR_Experience: + this->uExperience = var_value; + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_QBits_QuestsDone: + if ( !_449B57_test_bit(pParty->_quest_bits, var_value) && pQuestTable[var_value-1] ) { - if ( var_type == VAR_ReputationInCurrentLocation ) - { - v24 = &pOutdoor->ddm; - if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor ) - v24 = &pIndoor->dlv; - v24->uReputation = var_value; - if ( var_value > 10000 ) - v24->uReputation = 10000; - return; - } - if ( var_type <= VAR_ReputationInCurrentLocation - || var_type > VAR_History_28 - || (v22 = var_type - VAR_History_0, pParty->PartyTimes.HistoryEventTimes[v22]) - || (pParty->PartyTimes.HistoryEventTimes[v22] = pParty->uTimePlayed, - pStorylineText->StoreLine[v22].pText == 0) )//*(&pStorylineText->field_0 + 3 * v22) == 0, - return; - bFlashHistoryBook = 1; + bFlashQuestBook = 1; + pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId); + PlayAwardSound(currPlayerId); + this->PlaySound(SPEECH_93, 0); } - v25 = 8 * currPlayerId + 400; - LOBYTE(v25) = PID(OBJECT_Player,currPlayerId - 112); - pAudioPlayer->PlaySound(SOUND_20001, v25, 0, -1, 0, 0, 0, 0); - return; - } - switch ( var_type ) - { + _449B7E_toggle_bit(pParty->_quest_bits, var_value, 1u); + return; + case VAR_PlayerItemInHands: + item.Reset(); + item.uItemID = var_value; + item.uAttributes = 1; + pParty->SetHoldingItem(&item); + if ( var_value >= ITEM_ARTIFACT_PUCK && var_value <= ITEM_RELIC_MEKORIGS_HAMMER ) + pParty->pIsArtifactFound[var_value-500] = 1; + return; + case VAR_FixedGold: + Party::SetGold(var_value); + return; + case VAR_RandomGold: + v6 = rand() % var_value + 1; + Party::SetGold(v6); + sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[500], v6);// You have %lu gold + ShowStatusBarString(pTmpBuf.data(), 2u); + GameUI_DrawFoodAndGold(); + return; + case VAR_FixedFood: + Party::SetFood(var_value); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_RandomFood: + v7 = rand() % var_value + 1; + Party::SetFood(v7); + sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[501], v7);// You have %lu food + ShowStatusBarString(pTmpBuf.data(), 2u); + GameUI_DrawFoodAndGold(); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_BaseMight: + this->uMight = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_BaseIntellect: + this->uIntelligence = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_BasePersonality: + this->uWillpower = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_BaseEndurance: + this->uEndurance = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_BaseSpeed: + this->uSpeed = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_BaseAccuracy: + this->uAccuracy = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_BaseLuck: + this->uLuck = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_MightBonus: + case VAR_ActualMight: + this->uMightBonus = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_91); + return; + case VAR_IntellectBonus: + case VAR_ActualIntellect: + this->uIntelligenceBonus = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_91); + return; + case VAR_PersonalityBonus: + case VAR_ActualPersonality: + this->uWillpowerBonus = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_91); + return; + case VAR_EnduranceBonus: + case VAR_ActualEndurance: + this->uEnduranceBonus = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_91); + return; + case VAR_SpeedBonus: + case VAR_ActualSpeed: + this->uSpeedBonus = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_91); + return; + case VAR_AccuracyBonus: + case VAR_ActualAccuracy: + this->uAccuracyBonus = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_LuckBonus: + case VAR_ActualLuck: + this->uLuckBonus = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_FireResistance: + this->sResFireBase = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_AirResistance: + this->sResAirBase = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_WaterResistance: + this->sResWaterBase = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_EarthResistance: + this->sResEarthBase = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_SpiritResistance: + this->sResSpiritBase = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_MindResistance: + this->sResMindBase = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_BodyResistance: + this->sResBodyBase = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_LightResistance: + this->sResLightBase = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_DarkResistance: + this->sResDarkBase = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_MagicResistance: + this->sResMagicBase = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_92); + return; + case VAR_FireResistanceBonus: + this->sResFireBonus = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_91); + return; + case VAR_AirResistanceBonus: + this->sResAirBonus = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_91); + return; + case VAR_WaterResistanceBonus: + this->sResWaterBonus = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_91); + return; + case VAR_EarthResistanceBonus: + this->sResEarthBonus = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_91); + return; + case VAR_SpiritResistanceBonus: + this->sResSpiritBonus = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_91); + return; + case VAR_MindResistanceBonus: + this->sResMindBonus = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_91); + return; + case VAR_BodyResistanceBonus: + this->sResBodyBonus = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_91); + return; + case VAR_LightResistanceBonus: + this->sResLightBonus = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_91); + return; + case VAR_DarkResistanceBonus: + this->sResDarkBonus = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_91); + return; + case VAR_PhysicalResistanceBonus: + Error("Physical res. bonus not used"); + return; + case VAR_MagicResistanceBonus: + this->sResMagicBonus = (unsigned __int8)var_value; + PlayAwardSound_Anim_Face(currPlayerId, SPEECH_91); + return; + case VAR_Cursed: + this->SetCondition(Condition_Cursed, 1); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_Weak: + this->SetCondition(Condition_Weak, 1); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_Asleep: + this->SetCondition(Condition_Sleep, 1); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_Afraid: + this->SetCondition(Condition_Fear, 1); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_Drunk: + this->SetCondition(Condition_Drunk, 1); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_Insane: + this->SetCondition(Condition_Insane, 1); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_PoisonedGreen: + this->SetCondition(Condition_Poison1, 1); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_DiseasedGreen: + this->SetCondition(Condition_Disease1, 1); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_PoisonedYellow: + this->SetCondition(Condition_Poison2, 1); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_DiseasedYellow: + this->SetCondition(Condition_Disease2, 1); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_PoisonedRed: + this->SetCondition(Condition_Poison3, 1); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_DiseasedRed: + this->SetCondition(Condition_Disease3, 1); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_Paralyzed: + this->SetCondition(Condition_Paralyzed, 1); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_Unconsious: + this->SetCondition(Condition_Unconcious, 1); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_Dead: + this->SetCondition(Condition_Dead, 1); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_Stoned: + this->SetCondition(Condition_Pertified, 1); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_Eradicated: + this->SetCondition(Condition_Eradicated, 1); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_MajorCondition: + memset(this, 0, 0xA0u); + PlayAwardSound_Anim(currPlayerId); + return; + case VAR_AutoNotes: + if ( !_449B57_test_bit(pParty->_autonote_bits, var_value) && pAutonoteTxt[var_value-1].pText ) + { + pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId); + this->PlaySound(SPEECH_96, 0); + bFlashAutonotesBook = 1; + _506568_autonote_type = pAutonoteTxt[var_value-1].eType;// dword_72371C[2 * a3]; + } + _449B7E_toggle_bit(pParty->_autonote_bits, var_value, 1u); + PlayAwardSound(currPlayerId); + return; + case VAR_PlayerBits: + _449B7E_toggle_bit((unsigned char *)field_1A50, var_value, 1u); + return; + case VAR_NPCs2: + pParty->field_709 = 0; + LOBYTE(pNPCStats->pNewNPCData[var_value].uFlags) |= 0x80u; + pParty->CountHirelings(); + viewparams->bRedrawGameUI = true; + return; + case VAR_NumSkillPoints: + this->uSkillPoints = var_value; + return; + case VAR_Counter1: + case VAR_Counter2: + case VAR_Counter3: + case VAR_Counter4: + case VAR_Counter5: + case VAR_Counter6: + case VAR_Counter7: + case VAR_Counter8: + case VAR_Counter9: + case VAR_Counter10: + pParty->PartyTimes.CounterEventValues[var_type - VAR_Counter1] = pParty->uTimePlayed; // *(int *)&stru_AA1058[3].pSounds[8 * var_type + 44300] = LODWORD(pParty->uTimePlayed);*(int *)&stru_AA1058[3].pSounds[8 * var_type + 44304] = HIDWORD(pParty->uTimePlayed); + return; + case VAR_ReputationInCurrentLocation: + v24 = &pOutdoor->ddm; + if ( uCurrentlyLoadedLevelType != LEVEL_Outdoor ) + v24 = &pIndoor->dlv; + v24->uReputation = var_value; + if ( var_value > 10000 ) + v24->uReputation = 10000; + return; + case VAR_GoldInBank: + pParty->uNumGoldInBank = var_value; + return; case VAR_NumDeaths: pParty->uNumDeaths = var_value; - break; + return; case VAR_NumBounties: pParty->uNumBountiesCollected = var_value; - break; + return; case VAR_PrisonTerms: pParty->uNumPrisonTerms = var_value; - break; + return; case VAR_ArenaWinsPage: pParty->uNumArenaPageWins = var_value; - break; + return; case VAR_ArenaWinsSquire: pParty->uNumArenaSquireWins = var_value; - break; + return; case VAR_ArenaWinsKnight: pParty->uNumArenaKnightWins = var_value; - break; + return; case VAR_ArenaWinsLord: pParty->uNumArenaLordWins = var_value; - break; - } - return; - } - if ( var_type == VAR_AutoNotes ) - { - if ( !((unsigned __int8)(0x80u >> ((signed __int16)var_value - 1) % 8) & pParty->_autonote_bits[((signed __int16)var_value - 1) >> 3]) - //&& (&dword_723718_autonote_related)[8 * a3] ) - && pAutonoteTxt[var_value].pText ) - { - v20 = pPlayers[currPlayerId + 1]; - v20->PlaySound(SPEECH_96, 0); - //v21 = pAutonoteTxt[var_value].eType;// dword_72371C[2 * a3]; - bFlashAutonotesBook = 1; - _506568_autonote_type = pAutonoteTxt[var_value].eType; - DrawPlayerBuffAnimBasedOnCondition(currPlayerId); - } - _449B7E_toggle_bit(pParty->_autonote_bits, var_value, 1); - PlaySoundBasedOnCondition(currPlayerId); - return; - } - if ( var_type <= VAR_BaseLuck ) - { - switch ( var_type ) - { - case VAR_Sex: - this->uSex = (PLAYER_SEX)var_value; - goto LABEL_124; - case VAR_Class: - this->classType = (PLAYER_CLASS_TYPE)var_value; - if ( (char)var_value == PLAYER_CLASS_LICH ) - { - for (int i = 0; i < 138; i++) - { - v9 = &this->pInventoryItemList[i]; - if (v9->uItemID == ITEM_LICH_JAR_EMPTY) - { - v9->uItemID = ITEM_LICH_JAR_FULL; - v9->uHolderPlayer = currPlayerId + 1; - v10 = (int)((char *)this + 36 * 138); - *(int *)(v10 + 532) = 601; - *(char *)(v10 + 558) = currPlayerId + 1; - break; - } - } - if ( this->sResFireBase < 20 ) - this->sResFireBase = 20; - if ( this->sResAirBase < 20 ) - this->sResAirBase = 20; - if ( this->sResWaterBase < 20 ) - this->sResWaterBase = 20; - if ( this->sResEarthBase < 20 ) - this->sResEarthBase = 20; - this->sResMindBase = 200; - this->sResBodyBase = 200; - this->uPrevVoiceID = this->uVoiceID; - this->uPrevFace = this->uCurrentFace; - if ( IsFemale() ) - { - this->uCurrentFace = 21; - this->uVoiceID = 21; - } - else - { - this->uCurrentFace = 20; - this->uVoiceID = 20; - } - ReloadPlayerPortraits(currPlayerId, this->uCurrentFace); - } - goto LABEL_124; - case VAR_CurrentHP: - this->sHealth = var_value; - goto LABEL_124; - case VAR_MaxHP: - this->sHealth = GetMaxHealth(); - return; - case VAR_CurrentSP: - this->sMana = var_value; - goto LABEL_124; - case VAR_MaxSP: - this->sMana = GetMaxMana(); - return; - case VAR_ACModifier: - this->sACModifier = (unsigned __int8)var_value; - goto LABEL_124; - case VAR_BaseLevel: - this->uLevel = (unsigned __int8)var_value; - goto LABEL_124; - case VAR_LevelModifier: - this->sLevelModifier = (unsigned __int8)var_value; - goto LABEL_124; - case VAR_Age: - this->sAgeModifier = var_value; - return; - case VAR_Award: - if ( !((unsigned __int8)(0x80u >> ((signed __int16)var_value - 1) % 8) & - pPlayers[currPlayerId + 1]->_achieved_awards_bits[((signed __int16)var_value - 1)/ 8]) - //&& dword_723E80_award_related[2 * a3] ) - && pAwards[var_value].pText ) - { - pPlayers[currPlayerId + 1]->PlaySound(SPEECH_96, 0); - DrawPlayerBuffAnimBasedOnCondition(currPlayerId); - PlaySoundBasedOnCondition(currPlayerId); - } - _449B7E_toggle_bit((unsigned char *)this->_achieved_awards_bits, var_value, 1u); - return; - case VAR_Experience: - this->uExperience = var_value; - goto LABEL_124; - case VAR_QBits_QuestsDone: - if ( !((unsigned __int8)(0x80u >> ((signed __int16)var_value - 1) % 8) & pParty->_quest_bits[((signed __int16)var_value - 1) >> 3]) - // && (&dword_722F10)[4 * a3] ) - && pQuestTable[var_value] ) - { - v14 = pPlayers[currPlayerId + 1]; - bFlashQuestBook = 1; - v14->PlaySound(SPEECH_93, 0); - DrawPlayerBuffAnimBasedOnCondition(currPlayerId); - PlaySoundBasedOnCondition(currPlayerId); - } - v13 = (char *)pParty->_quest_bits; - _449B7E_toggle_bit((unsigned char *)v13, var_value, 1u); - return; - case VAR_PlayerItemInHands: - item.Reset(); - item.Reset(); - item.uItemID = var_value; - item.uAttributes = 1; - pParty->SetHoldingItem(&item); - if ( var_value >= ITEM_ARTIFACT_PUCK && var_value <= ITEM_RELIC_MEKORIGS_HAMMER ) - pParty->pIsArtifactFound[var_value-500] = 1; - return; - case VAR_FixedGold: - Party::SetGold(var_value); - return; - case VAR_RandomGold: - v6 = rand() % var_value + 1; - Party::SetGold(v6); - sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[500], v6);// You have %lu gold - ShowStatusBarString(pTmpBuf.data(), 2u); - GameUI_DrawFoodAndGold(); - return; - case VAR_FixedFood: - Party::SetFood(var_value); - goto LABEL_124; - case VAR_RandomFood: - v7 = rand() % var_value + 1; - Party::SetFood(v7); - sprintf(pTmpBuf.data(), pGlobalTXT_LocalizationStrings[501], v7);// You have %lu food - ShowStatusBarString(pTmpBuf.data(), 2u); - GameUI_DrawFoodAndGold(); - goto LABEL_124; - case VAR_MightBonus: - goto LABEL_64; - case VAR_IntellectBonus: - goto LABEL_68; - case VAR_PersonalityBonus: - goto LABEL_69; - case VAR_EnduranceBonus: - goto LABEL_70; - case VAR_SpeedBonus: - goto LABEL_71; - case VAR_AccuracyBonus: - goto LABEL_72; - case VAR_LuckBonus: - goto LABEL_73; - case VAR_BaseMight: - this->uMight = (unsigned __int8)var_value; - v26 = 92; - goto LABEL_112; - case VAR_BaseIntellect: - this->uIntelligence = (unsigned __int8)var_value; - v26 = 92; - goto LABEL_112; - case VAR_BasePersonality: - this->uWillpower = (unsigned __int8)var_value; - v26 = 92; - goto LABEL_112; - case VAR_BaseEndurance: - this->uEndurance = (unsigned __int8)var_value; - v26 = 92; - goto LABEL_112; - case VAR_BaseSpeed: - this->uSpeed = (unsigned __int8)var_value; - v26 = 92; - goto LABEL_112; - case VAR_BaseAccuracy: - this->uAccuracy = (unsigned __int8)var_value; - v26 = 92; - goto LABEL_112; - case VAR_BaseLuck: - this->uLuck = (unsigned __int8)var_value; - v26 = 92; - goto LABEL_112; - default: - return; - } -LABEL_111: - v26 = SPEECH_91; -LABEL_112: - v19 = pPlayers[currPlayerId + 1]; - v19->PlaySound((PlayerSpeech)v26, 0); - DrawPlayerBuffAnimBasedOnCondition(currPlayerId); - PlaySoundBasedOnCondition(currPlayerId); - return; - } - if ( var_type <= VAR_MagicResistance ) - { - switch ( var_type ) - { - case VAR_ActualMight: -LABEL_64: - this->uMightBonus = (unsigned __int8)var_value; - goto LABEL_111; - case VAR_ActualIntellect: -LABEL_68: - this->uIntelligenceBonus = (unsigned __int8)var_value; - goto LABEL_111; - case VAR_ActualPersonality: -LABEL_69: - this->uWillpowerBonus = (unsigned __int8)var_value; - goto LABEL_111; - case VAR_ActualEndurance: -LABEL_70: - this->uEnduranceBonus = (unsigned __int8)var_value; - goto LABEL_111; - case VAR_ActualSpeed: -LABEL_71: - this->uSpeedBonus = (unsigned __int8)var_value; - goto LABEL_111; - case VAR_ActualAccuracy: -LABEL_72: - this->uAccuracyBonus = (unsigned __int8)var_value; - goto LABEL_111; - case VAR_ActualLuck: -LABEL_73: - this->uLuckBonus = (unsigned __int8)var_value; - goto LABEL_111; - case VAR_FireResistance: - this->sResFireBase = (unsigned __int8)var_value; - v26 = 92; - goto LABEL_112; - case VAR_AirResistance: - this->sResAirBase = (unsigned __int8)var_value; - v26 = 92; - goto LABEL_112; - case VAR_WaterResistance: - this->sResWaterBase = (unsigned __int8)var_value; - v26 = 92; - goto LABEL_112; - case VAR_EarthResistance: - this->sResEarthBase = (unsigned __int8)var_value; - v26 = 92; - goto LABEL_112; - case VAR_SpiritResistance: - this->sResSpiritBase = (unsigned __int8)var_value; - v26 = 92; - goto LABEL_112; - case VAR_MindResistance: - this->sResMindBase = (unsigned __int8)var_value; - v26 = 92; - goto LABEL_112; - case VAR_BodyResistance: - this->sResBodyBase = (unsigned __int8)var_value; - v26 = 92; - goto LABEL_112; - case VAR_LightResistance: - this->sResLightBase = (unsigned __int8)var_value; - v26 = 92; - goto LABEL_112; - case VAR_DarkResistance: - this->sResDarkBase = (unsigned __int8)var_value; - v26 = 92; - goto LABEL_112; - case VAR_MagicResistance: - this->sResMagicBase = (unsigned __int8)var_value; - v26 = 92; - goto LABEL_112; - default: - return; - } - return; - } - HIWORD(v15) = 0; - if ( var_type > VAR_DisarmTrapSkill ) - { - if ( var_type != VAR_LearningSkill ) - { - if ( var_type <= VAR_LearningSkill ) - return; - if ( var_type <= VAR_Eradicated ) - { - this->SetCondition(var_type - 105, 1); - } - else - { - if ( var_type != VAR_MajorCondition ) - { - if ( var_type > VAR_MajorCondition && var_type <= VAR_MapPersistentVariable_99 ) - byte_5E4C15[var_type] = var_value; - return; - } - memset(this, 0, 0xA0u); - } - } - else - { - v16 = (int)((char *)&this->pConditions[16] + 2 * var_type); - v17 = *(char *)v16; - if ( var_value <= 63 ) - { - LOWORD(v15) = (unsigned __int8)var_value; - v18 = v15 | v17 & 63; - } - else - { - LOWORD(v18) = (unsigned __int8)(var_value | v17 & 0xC0); - } - *(short *)v16 = v18; - } -LABEL_124: - DrawPlayerBuffAnimBasedOnCondition(currPlayerId); - PlaySoundBasedOnCondition(currPlayerId); - return; - } - if ( var_type <= VAR_MagicResistanceBonus ) - { - switch ( var_type ) - { - case VAR_FireResistanceBonus: - this->sResFireBonus = (unsigned __int8)var_value; - break; - case VAR_AirResistanceBonus: - this->sResAirBonus = (unsigned __int8)var_value; - break; - case VAR_WaterResistanceBonus: - this->sResWaterBonus = (unsigned __int8)var_value; - break; - case VAR_EarthResistanceBonus: - this->sResEarthBonus = (unsigned __int8)var_value; - break; - case VAR_SpiritResistanceBonus: - this->sResSpiritBonus = (unsigned __int8)var_value; - break; - case VAR_MindResistanceBonus: - this->sResMindBonus = (unsigned __int8)var_value; - break; - case VAR_BodyResistanceBonus: - this->sResBodyBonus = (unsigned __int8)var_value; - break; - case VAR_LightResistanceBonus: - this->sResLightBonus = (unsigned __int8)var_value; - break; - case VAR_DarkResistanceBonus: - this->sResDarkBonus = (unsigned __int8)var_value; - break; - case VAR_PhysicalResistanceBonus: - Assert("VAR_PhysicalResistanceBonus variable unsupported" && false); - return; - break; - case VAR_MagicResistanceBonus: - this->sResMagicBonus = (unsigned __int8)var_value; - break; - default: - Error("Unexpected var_type: %u", var_type); - return; - break; - } - goto LABEL_111; - } - if ( var_type > VAR_MagicResistanceBonus && var_type <= VAR_DiplomacySkill || var_type == VAR_DisarmTrapSkill) //VAR_ThieverySkill wasn't present in the original function - { - return; + return; + case VAR_StaffSkill: + SetSkillByEvent(&Player::skillStaff, var_type, currPlayerId); + return; + case VAR_SwordSkill: + SetSkillByEvent(&Player::skillSword, var_type, currPlayerId); + return; + case VAR_DaggerSkill: + SetSkillByEvent(&Player::skillDagger, var_type, currPlayerId); + return; + case VAR_AxeSkill: + SetSkillByEvent(&Player::skillAxe, var_type, currPlayerId); + return; + case VAR_SpearSkill: + SetSkillByEvent(&Player::skillSpear, var_type, currPlayerId); + return; + case VAR_BowSkill: + SetSkillByEvent(&Player::skillBow, var_type, currPlayerId); + return; + case VAR_MaceSkill: + SetSkillByEvent(&Player::skillMace, var_type, currPlayerId); + return; + case VAR_BlasterSkill: + SetSkillByEvent(&Player::skillBlaster, var_type, currPlayerId); + return; + case VAR_ShieldSkill: + SetSkillByEvent(&Player::skillShield, var_type, currPlayerId); + return; + case VAR_LeatherSkill: + SetSkillByEvent(&Player::skillLeather, var_type, currPlayerId); + return; + case VAR_SkillChain: + SetSkillByEvent(&Player::skillChain, var_type, currPlayerId); + return; + case VAR_PlateSkill: + SetSkillByEvent(&Player::skillPlate, var_type, currPlayerId); + return; + case VAR_FireSkill: + SetSkillByEvent(&Player::skillFire, var_type, currPlayerId); + return; + case VAR_AirSkill: + SetSkillByEvent(&Player::skillAir, var_type, currPlayerId); + return; + case VAR_WaterSkill: + SetSkillByEvent(&Player::skillWater, var_type, currPlayerId); + return; + case VAR_EarthSkill: + SetSkillByEvent(&Player::skillEarth, var_type, currPlayerId); + return; + case VAR_SpiritSkill: + SetSkillByEvent(&Player::skillSpirit, var_type, currPlayerId); + return; + case VAR_MindSkill: + SetSkillByEvent(&Player::skillMind, var_type, currPlayerId); + return; + case VAR_BodySkill: + SetSkillByEvent(&Player::skillBody, var_type, currPlayerId); + return; + case VAR_LightSkill: + SetSkillByEvent(&Player::skillLight, var_type, currPlayerId); + return; + case VAR_DarkSkill: + SetSkillByEvent(&Player::skillDark, var_type, currPlayerId); + return; + case VAR_IdentifyItemSkill: + SetSkillByEvent(&Player::skillItemId, var_type, currPlayerId); + return; + case VAR_MerchantSkill: + SetSkillByEvent(&Player::skillMerchant, var_type, currPlayerId); + return; + case VAR_RepairSkill: + SetSkillByEvent(&Player::skillRepair, var_type, currPlayerId); + return; + case VAR_BodybuildingSkill: + SetSkillByEvent(&Player::skillBodybuilding, var_type, currPlayerId); + return; + case VAR_MeditationSkill: + SetSkillByEvent(&Player::skillMeditation, var_type, currPlayerId); + return; + case VAR_PerceptionSkill: + SetSkillByEvent(&Player::skillPerception, var_type, currPlayerId); + return; + case VAR_DiplomacySkill: + SetSkillByEvent(&Player::skillDiplomacy, var_type, currPlayerId); + return; + case VAR_ThieverySkill: + Error ("Thieving unsupported"); + return; + case VAR_DisarmTrapSkill: + SetSkillByEvent(&Player::skillDisarmTrap, var_type, currPlayerId); + return; + case VAR_DodgeSkill: + SetSkillByEvent(&Player::skillDodge, var_type, currPlayerId); + return; + case VAR_UnarmedSkill: + SetSkillByEvent(&Player::skillUnarmed, var_type, currPlayerId); + return; + case VAR_IdentifyMonsterSkill: + SetSkillByEvent(&Player::skillMonsterId, var_type, currPlayerId); + return; + case VAR_ArmsmasterSkill: + SetSkillByEvent(&Player::skillArmsmaster, var_type, currPlayerId); + return; + case VAR_StealingSkill: + SetSkillByEvent(&Player::skillStealing, var_type, currPlayerId); + return; + case VAR_AlchemySkill: + SetSkillByEvent(&Player::skillAlchemy, var_type, currPlayerId); + return; + case VAR_LearningSkill: + SetSkillByEvent(&Player::skillLearning, var_type, currPlayerId); + return; } } //----- (new function) -------------------------------------------------------- -void Player::PlaySoundBasedOnCondition(int currPlayerId) +void Player::PlayAwardSound(int currPlayerId) { signed int v25 = 8 * currPlayerId + 400; LOBYTE(v25) = PID(OBJECT_Player,currPlayerId - 112); @@ -5931,9 +5985,33 @@ } //----- (new function) -------------------------------------------------------- -void Player::DrawPlayerBuffAnimBasedOnCondition(int currPlayerId) +void Player::PlayAwardSound_Anim(int currPlayerId) { pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId); + PlayAwardSound(currPlayerId); +} + +//----- (new function) -------------------------------------------------------- +void Player::PlayAwardSound_Anim_Face(int currPlayerId, PlayerSpeech speech) +{ + this->PlaySound(speech, 0); + PlayAwardSound_Anim(currPlayerId); +} + +//----- (new function) -------------------------------------------------------- +void Player::SetSkillByEvent( unsigned __int16 Player::* skillToSet, unsigned __int16 newSkillValue, int currPlayerId ) +{ + unsigned __int16 currSkillValue = this->*skillToSet; + if ( newSkillValue > 63 ) //the original had the condition reversed which was probably wrong + { + this->*skillToSet = newSkillValue | currSkillValue & 63; + } + else + { + this->*skillToSet = newSkillValue | currSkillValue & 0xC0; + } + pGame->pStru6Instance->SetPlayerBuffAnim(0x96u, currPlayerId); + PlayAwardSound(currPlayerId); } //----- (0044AFFB) -------------------------------------------------------- @@ -7309,6 +7387,7 @@ case 1 : soundToPlay = (SoundID)109; break; case 2 : soundToPlay = (SoundID)110; break; case 3 : soundToPlay = (SoundID)44; break; + default: Error("Unexpected sound value"); } } else @@ -7320,6 +7399,7 @@ case 1 : soundToPlay = (SoundID)106; break; case 2 : soundToPlay = (SoundID)107; break; case 3 : soundToPlay = (SoundID)45; break; + default: Error("Unexpected sound value"); } } pAudioPlayer->PlaySound(soundToPlay, PID(OBJECT_Player,a4 + 80), 0, -1, 0, 0, 0, 0);
--- a/Player.h Fri Oct 04 20:24:49 2013 +0600 +++ b/Player.h Fri Oct 04 20:25:02 2013 +0600 @@ -592,8 +592,7 @@ void SalesProcess(unsigned int inventory_idnx, int item_index, int _2devent_idx);//0x4BE2DD bool Recover(signed int a2); bool CanCastSpell(unsigned int uRequiredMana); - void PlaySoundBasedOnCondition(int currPlayerId); - void DrawPlayerBuffAnimBasedOnCondition(int currPlayerId); + void PlayAwardSound(int currPlayerId); void EquipBody(ITEM_EQUIP_TYPE uEquipType); bool HasUnderwaterSuitEquipped(); bool HasItem(unsigned int uItemID, char a3); @@ -603,6 +602,9 @@ int CalculateMeleeDmgToEnemyWithWeapon( ItemGen * weapon, unsigned int uTargetActorID , bool addOneDice); bool WearsItemAnyWhere(int item_id); float GetArmorRecoveryMultiplierFromSkillLevel( unsigned char armour_skill_type, float param2, float param3, float param4, float param5 ); + void SetSkillByEvent(unsigned __int16 Player::* skillToSet, unsigned __int16 skillValue, int currPlayerId); + void PlayAwardSound_Anim_Face(int currPlayerId, PlayerSpeech speech); + void PlayAwardSound_Anim(int currPlayerId); bool IsWeak(); bool IsDead();
--- a/Render.cpp Fri Oct 04 20:24:49 2013 +0600 +++ b/Render.cpp Fri Oct 04 20:25:02 2013 +0600 @@ -8717,4 +8717,268 @@ assert(false); break; } +} + +//----- (00424EE0) -------------------------------------------------------- +int BuildingVerticesClipping(unsigned int uNumVertices) +{ + signed int previous_vertices_flag; // edi@1 + double t; // st6@10 + bool current_vertices_flag; // [sp+Ch] [bp-28h]@6 + signed int depth_num_vertices; // [sp+18h] [bp-1Ch]@1 + int pNextVertices; + //Доп инфо "Программирование трёхмерных игр для windows" Ламот стр 910 + + memcpy(&array_50AC10[uNumVertices], array_50AC10, sizeof(array_50AC10[uNumVertices])); + depth_num_vertices = 0; + previous_vertices_flag = 0; + if ( array_50AC10[0].vWorldViewPosition.x <= pODMRenderParams->shading_dist_mist ) + previous_vertices_flag = 1;//предыдущая грань меньше границы видимости + if ( (signed int)uNumVertices <= 0 ) + return 0; + for ( uint i = 1; i <= uNumVertices; ++i ) + { + current_vertices_flag = pODMRenderParams->shading_dist_mist >= array_50AC10[i].vWorldViewPosition.x; + if ( previous_vertices_flag != current_vertices_flag )//одна из граней за границей видимости + { + if ( current_vertices_flag )//текущая грань меньше границы видимости(предыдущая грань за пределами видимости) + { + //t = far_clip - v0.x / v1.x - v0.x (формула получения точки пересечения отрезка с плоскостью) + t = (pODMRenderParams->shading_dist_mist - array_50AC10[i - 1].vWorldViewPosition.x) / (array_50AC10[i].vWorldViewPosition.x - array_50AC10[i - 1].vWorldViewPosition.x); + array_507D30[depth_num_vertices].vWorldViewPosition.y = (array_50AC10[i].vWorldViewPosition.y - array_50AC10[i - 1].vWorldViewPosition.y) * t + array_50AC10[i - 1].vWorldViewPosition.y; + array_507D30[depth_num_vertices].vWorldViewPosition.z = (array_50AC10[i].vWorldViewPosition.z - array_50AC10[i - 1].vWorldViewPosition.z) * t + array_50AC10[i - 1].vWorldViewPosition.z; + array_507D30[depth_num_vertices].u = (array_50AC10[i].u - array_50AC10[i - 1].u) * t + array_50AC10[i - 1].u; + array_507D30[depth_num_vertices].v = (array_50AC10[i].v - array_50AC10[i - 1].v) * t + array_50AC10[i - 1].v; + } + else//предыдущая грань меньше границы видимости(текущая грань вышла за пределы видимости) + { + //t = far_clip - v1.x / v0.x - v1.x + t = (pODMRenderParams->shading_dist_mist - array_50AC10[i].vWorldViewPosition.x) / (array_50AC10[i - 1].vWorldViewPosition.x - array_50AC10[i].vWorldViewPosition.x); + array_507D30[depth_num_vertices].vWorldViewPosition.y = (array_50AC10[i - 1].vWorldViewPosition.y - array_50AC10[i].vWorldViewPosition.y) * t + array_50AC10[i].vWorldViewPosition.y; + array_507D30[depth_num_vertices].vWorldViewPosition.z = (array_50AC10[i - 1].vWorldViewPosition.z - array_50AC10[i].vWorldViewPosition.z) * t + array_50AC10[i].vWorldViewPosition.z; + array_507D30[depth_num_vertices].u = (array_50AC10[i - 1].u - array_50AC10[i].u) * t + array_50AC10[i].u; + array_507D30[depth_num_vertices].v = (array_50AC10[i - 1].v - array_50AC10[i].v) * t + array_50AC10[i].v; + } + array_507D30[depth_num_vertices].vWorldViewPosition.x = pODMRenderParams->shading_dist_mist; + array_507D30[depth_num_vertices]._rhw = 1.0 / pODMRenderParams->shading_dist_mist; + ++depth_num_vertices; + } + if ( current_vertices_flag )//оба в границе видимости + { + pNextVertices = depth_num_vertices++; + memcpy(&array_507D30[pNextVertices], &array_50AC10[i], 0x30); + } + previous_vertices_flag = current_vertices_flag; + } + if ( depth_num_vertices < 3 ) + return 0; + return depth_num_vertices; +} + +//----- (0047840D) -------------------------------------------------------- +void Render::DrawBuildingsD3D() +{ + int v9; // ecx@8 + Texture *pFaceTexture; // eax@10 + unsigned int v16; // edi@22 + int v27; // eax@57 + int vertex_id; // eax@58 + unsigned int v34; // eax@80 + int v40; // [sp-4h] [bp-5Ch]@2 + int v49; // [sp+2Ch] [bp-2Ch]@10 + int v50; // [sp+30h] [bp-28h]@34 + int v51; // [sp+34h] [bp-24h]@35 + int v52; // [sp+38h] [bp-20h]@36 + int v53; // [sp+3Ch] [bp-1Ch]@8 + int uNumVertices; // [sp+4Ch] [bp-Ch]@34 + int unused; // [sp+50h] [bp-8h]@3 + + if ( !pRenderer->pRenderD3D ) + { + MessageBoxW(nullptr, L"D3D version of RenderBuildings called in software!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Odbuild.cpp:73", 0); + } + + unused = 0; + if ( (signed int)pOutdoor->uNumBModels > 0 ) + { + for ( uint model_id = 0; model_id < pOutdoor->uNumBModels; model_id++ ) + { + if ( IsBModelVisible(model_id, &unused) ) + { + pOutdoor->pBModels[model_id].field_40 |= 1; + if ( pOutdoor->pBModels[model_id].uNumFaces > 0 ) + { + for ( int face_id = 0; face_id < pOutdoor->pBModels[model_id].uNumFaces; face_id++ ) + { + if (!pOutdoor->pBModels[model_id].pFaces[face_id].Invisible()) + { + v53 = 0; + array_77EC08[pODMRenderParams->uNumPolygons].flags = 0; + array_77EC08[pODMRenderParams->uNumPolygons].field_32 = 0; + v9 = pOutdoor->pBModels[model_id].pFaces[face_id].uTextureID; + if (pOutdoor->pBModels[model_id].pFaces[face_id].uAttributes & FACE_TEXTURE_FRAME) + v9 = pTextureFrameTable->GetFrameTexture(v9, pEventTimer->uTotalGameTimeElapsed); + pFaceTexture = pBitmaps_LOD->GetTexture(v9); + array_77EC08[pODMRenderParams->uNumPolygons].pTexture = pFaceTexture; + if (pOutdoor->pBModels[model_id].pFaces[face_id].uAttributes & FACE_FLUID) + array_77EC08[pODMRenderParams->uNumPolygons].flags |= 2; + if (pOutdoor->pBModels[model_id].pFaces[face_id].uAttributes & FACE_DO_NOT_LIGHT ) + HIBYTE(array_77EC08[pODMRenderParams->uNumPolygons].flags) |= 4; + if ( pOutdoor->pBModels[model_id].pFaces[face_id].uAttributes & 4 ) + HIBYTE(array_77EC08[pODMRenderParams->uNumPolygons].flags) |= 4; + else + { + if ( pOutdoor->pBModels[model_id].pFaces[face_id].uAttributes & 0x20 ) + HIBYTE(array_77EC08[pODMRenderParams->uNumPolygons].flags) |= 8; + } + if (pOutdoor->pBModels[model_id].pFaces[face_id].uAttributes & 0x0800) + array_77EC08[pODMRenderParams->uNumPolygons].flags |= 0x2000; + else + { + if (pOutdoor->pBModels[model_id].pFaces[face_id].uAttributes & FACE_DONT_CACHE_TEXTURE) + HIBYTE(array_77EC08[pODMRenderParams->uNumPolygons].flags) |= 0x10u; + } + array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaU = pOutdoor->pBModels[model_id].pFaces[face_id].sTextureDeltaU; + array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaV = pOutdoor->pBModels[model_id].pFaces[face_id].sTextureDeltaV; + v16 = GetTickCount() >> 4; + if ( pOutdoor->pBModels[model_id].pFaces[face_id].pFacePlane.vNormal.z && abs(pOutdoor->pBModels[model_id].pFaces[face_id].pFacePlane.vNormal.z) >= 59082 ) + { + if ( BYTE1(array_77EC08[pODMRenderParams->uNumPolygons].flags) & 4 ) + array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaV += v16 & array_77EC08[pODMRenderParams->uNumPolygons].pTexture->uHeightMinus1; + if ( BYTE1(array_77EC08[pODMRenderParams->uNumPolygons].flags) & 8 ) + array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaV -= v16 & array_77EC08[pODMRenderParams->uNumPolygons].pTexture->uHeightMinus1; + } + else + { + if ( BYTE1(array_77EC08[pODMRenderParams->uNumPolygons].flags) & 4 ) + array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaV -= v16 & array_77EC08[pODMRenderParams->uNumPolygons].pTexture->uHeightMinus1; + if ( BYTE1(array_77EC08[pODMRenderParams->uNumPolygons].flags) & 8 ) + array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaV += v16 & array_77EC08[pODMRenderParams->uNumPolygons].pTexture->uHeightMinus1; + } + if ( BYTE1(array_77EC08[pODMRenderParams->uNumPolygons].flags) & 0x10 ) + array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaU -= v16 & array_77EC08[pODMRenderParams->uNumPolygons].pTexture->uWidthMinus1; + else + { + if ( BYTE1(array_77EC08[pODMRenderParams->uNumPolygons].flags) & 0x20 ) + array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaU += v16 & array_77EC08[pODMRenderParams->uNumPolygons].pTexture->uWidthMinus1; + } + v50 = 0; + v49 = 0; + uNumVertices = pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices; + if ( pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices > 0 ) + { + for ( uint vertex_id = 1; vertex_id <= pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices; vertex_id++ ) + { + array_73D150[vertex_id - 1].vWorldPosition.x = pOutdoor->pBModels[model_id].pVertices.pVertices[pOutdoor->pBModels[model_id].pFaces[face_id].pVertexIDs[vertex_id - 1]].x; + array_73D150[vertex_id - 1].vWorldPosition.y = pOutdoor->pBModels[model_id].pVertices.pVertices[pOutdoor->pBModels[model_id].pFaces[face_id].pVertexIDs[vertex_id - 1]].y; + array_73D150[vertex_id - 1].vWorldPosition.z = pOutdoor->pBModels[model_id].pVertices.pVertices[pOutdoor->pBModels[model_id].pFaces[face_id].pVertexIDs[vertex_id - 1]].z; + array_73D150[vertex_id - 1].u = (array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaU + (signed __int16)pOutdoor->pBModels[model_id].pFaces[face_id].pTextureUIDs[vertex_id - 1]) * (1.0 / (double)pFaceTexture->uTextureWidth); + array_73D150[vertex_id - 1].v = (array_77EC08[pODMRenderParams->uNumPolygons].sTextureDeltaV + (signed __int16)pOutdoor->pBModels[model_id].pFaces[face_id].pTextureVIDs[vertex_id - 1]) * (1.0 / (double)pFaceTexture->uTextureHeight); + } + for ( uint i = 1; i <= pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices; i++ ) + { + if ( pOutdoor->pBModels[model_id].pVertices.pVertices[pOutdoor->pBModels[model_id].pFaces[face_id].pVertexIDs[0]].z == array_73D150[i - 1].vWorldPosition.z ) + ++v53; + pGame->pIndoorCameraD3D->ViewTransform(&array_73D150[i - 1], 1); + if ( array_73D150[i - 1].vWorldViewPosition.x < 8.0 || array_73D150[i - 1].vWorldViewPosition.x > pODMRenderParams->shading_dist_mist ) + { + if ( array_73D150[i - 1].vWorldViewPosition.x >= 8.0 ) + v49 = 1; + else + v50 = 1; + } + else + pGame->pIndoorCameraD3D->Project(&array_73D150[i - 1], 1, 0); + } + } + if ( v53 == pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices ) + LOBYTE(array_77EC08[pODMRenderParams->uNumPolygons].field_32) |= 1; + array_77EC08[pODMRenderParams->uNumPolygons].pODMFace = &pOutdoor->pBModels[model_id].pFaces[face_id]; + array_77EC08[pODMRenderParams->uNumPolygons].uNumVertices = pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices; + array_77EC08[pODMRenderParams->uNumPolygons].field_59 = 5; + v51 = (unsigned __int64)(-pOutdoor->vSunlight.x * (signed __int64)pOutdoor->pBModels[model_id].pFaces[face_id].pFacePlane.vNormal.x) >> 16; + v53 = (unsigned __int64)(-pOutdoor->vSunlight.y * (signed __int64)pOutdoor->pBModels[model_id].pFaces[face_id].pFacePlane.vNormal.y) >> 16; + v52 = (unsigned __int64)(-pOutdoor->vSunlight.z * (signed __int64)pOutdoor->pBModels[model_id].pFaces[face_id].pFacePlane.vNormal.z) >> 16; + array_77EC08[pODMRenderParams->uNumPolygons].dimming_level = 20 - (20 * (signed int)(v51 + v53 + v52) >> 16); + if ( array_77EC08[pODMRenderParams->uNumPolygons].dimming_level < 0 ) + array_77EC08[pODMRenderParams->uNumPolygons].dimming_level = 0; + if ( array_77EC08[pODMRenderParams->uNumPolygons].dimming_level > 31 ) + array_77EC08[pODMRenderParams->uNumPolygons].dimming_level = 31; + if ( pODMRenderParams->uNumPolygons >= 1999 + 5000) + return; + if ( ODMFace::IsBackfaceCulled(&pOutdoor->pBModels[model_id].pFaces[face_id], array_73D150, &array_77EC08[pODMRenderParams->uNumPolygons]) ) + { + pOutdoor->pBModels[model_id].pFaces[face_id].bVisible = 1; + array_77EC08[pODMRenderParams->uNumPolygons].uBModelFaceID = face_id; + array_77EC08[pODMRenderParams->uNumPolygons].uBModelID = model_id; + v27 = 8 * (face_id | (model_id << 6)); + LOBYTE(v27) = v27 | 6; + array_77EC08[pODMRenderParams->uNumPolygons].field_50 = v27; + for ( int vertex_id = 0; vertex_id < pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices; ++vertex_id) + { + memcpy(&array_50AC10[vertex_id], &array_73D150[vertex_id], sizeof(array_50AC10[vertex_id])); + array_50AC10[vertex_id]._rhw = 1.0 / (array_73D150[vertex_id].vWorldViewPosition.x + 0.0000001); + } + static stru154 static_RenderBuildingsD3D_stru_73C834; + /*static bool __init_flag = false; + if (!__init_flag) + { + __init_flag = true; + static_RenderBuildingsD3D_byte_73C84C_init_flag |= 1u; + stru154::stru154(&static_RenderBuildingsD3D_stru_73C834); + atexit(loc_4789D4); + }*/ + + v40 = (int)&pOutdoor->pBModels[model_id].pFaces[face_id]; + pGame->pLightmapBuilder->ApplyLights_OutdoorFace(&pOutdoor->pBModels[model_id].pFaces[face_id]); + pDecalBuilder->ApplyDecals_OutdoorFace(&pOutdoor->pBModels[model_id].pFaces[face_id]); + pGame->pLightmapBuilder->std__vector_000004_size = 0; + int v31 = 0; + if ( stru_F8AD28.uNumLightsApplied > 0 || pDecalBuilder->uNumDecals > 0 ) + { + v31 = v50 ? 3 : v49 != 0 ? 5 : 0; + static_RenderBuildingsD3D_stru_73C834.GetFacePlaneAndClassify(&pOutdoor->pBModels[model_id].pFaces[face_id], &pOutdoor->pBModels[model_id].pVertices); + if ( pDecalBuilder->uNumDecals > 0 ) + { + v40 = -1; + pDecalBuilder->ApplyDecals(31 - array_77EC08[pODMRenderParams->uNumPolygons].dimming_level, 2, &static_RenderBuildingsD3D_stru_73C834, + pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices, array_50AC10, 0, (char)v31, -1); + } + } + if ( stru_F8AD28.uNumLightsApplied > 0 ) + pGame->pLightmapBuilder->ApplyLights(&stru_F8AD28, &static_RenderBuildingsD3D_stru_73C834, uNumVertices, array_50AC10, 0, (char)v31); + if ( v50 ) + { + array_77EC08[pODMRenderParams->uNumPolygons].uNumVertices = sr_424CD7(pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices); + uNumVertices = array_77EC08[pODMRenderParams->uNumPolygons].uNumVertices; + ODM_Project(array_77EC08[pODMRenderParams->uNumPolygons].uNumVertices); + } + if ( v49 ) + { + array_77EC08[pODMRenderParams->uNumPolygons].uNumVertices = BuildingVerticesClipping(pOutdoor->pBModels[model_id].pFaces[face_id].uNumVertices); + uNumVertices = array_77EC08[pODMRenderParams->uNumPolygons].uNumVertices; + ODM_Project(array_77EC08[pODMRenderParams->uNumPolygons].uNumVertices); + } + if ( uNumVertices ) + { + if ( array_77EC08[pODMRenderParams->uNumPolygons].flags & 2 ) + { + if ( BYTE1(array_77EC08[pODMRenderParams->uNumPolygons].flags) & 0x3C ) + v34 = pRenderer->pHDWaterBitmapIDs[0]; + else + v34 = pRenderer->pHDWaterBitmapIDs[pRenderer->hd_water_current_frame]; + v40 = (int)pBitmaps_LOD->pHardwareTextures[v34]; + } + else + v40 = (int)pBitmaps_LOD->pHardwareTextures[v9]; + pRenderer->DrawPolygon(uNumVertices, &array_77EC08[pODMRenderParams->uNumPolygons], &pOutdoor->pBModels[model_id].pFaces[face_id], (IDirect3DTexture2 *)v40); + } + } + } + } + } + } + } + } + return; } \ No newline at end of file
--- a/Render.h Fri Oct 04 20:24:49 2013 +0600 +++ b/Render.h Fri Oct 04 20:25:02 2013 +0600 @@ -356,7 +356,7 @@ void FillRectFast(unsigned int uX, unsigned int uY, unsigned int uWidth, unsigned int uHeight, unsigned int uColor16); int _4A6DF5(unsigned __int16 *pBitmap, unsigned int uBitmapPitch, struct Vec2_int_ *pBitmapXY, unsigned __int16 *pTarget, unsigned int uTargetPitch, Vec4_int_ *a7); void _4A6E7E(unsigned int a2, unsigned int a3, struct Texture *a4); - char DrawBuildingsD3D(); + void DrawBuildingsD3D(); //struct BSPModel *DrawBuildingsSW(); //int OnOutdoorRedrawSW(); void DrawSkyD3D();
--- a/mm7_2.cpp Fri Oct 04 20:24:49 2013 +0600 +++ b/mm7_2.cpp Fri Oct 04 20:25:02 2013 +0600 @@ -2736,7 +2736,7 @@ } //----- (00458244) -------------------------------------------------------- -int SkillToMastery( unsigned int skill_value ) +unsigned int SkillToMastery( unsigned int skill_value ) { switch (skill_value & 0x1C0) {
--- a/mm7_3.cpp Fri Oct 04 20:24:49 2013 +0600 +++ b/mm7_3.cpp Fri Oct 04 20:25:02 2013 +0600 @@ -4282,405 +4282,8 @@ return v16; } -//----- (0047840D) -------------------------------------------------------- -char Render::DrawBuildingsD3D() -{ - //IndoorCameraD3D *v0; // eax@3 - char result; // al@3 - BSPModel *v2; // ebx@4 - int v3; // eax@6 - ODMFace *pFace; // esi@6 - //Vec3_int_ *v5; // ecx@8 - int v6; // eax@8 - struct Polygon *v7; // ebx@8 - //LightmapBuilder *v8; // eax@8 - int v9; // ecx@8 - //char v10; // zf@8 - Texture *pFaceTexture; // eax@10 - signed int v12; // ecx@10 - //unsigned int v13; // eax@14 - //unsigned int v14; // eax@18 - unsigned int v15; // eax@22 - unsigned int v16; // edi@22 - int v17; // eax@24 - int v18; // edi@34 - RenderVertexSoft *v19; // eax@35 - unsigned short *v20; // ecx@35 - unsigned short *v20b; // ecx@35 - unsigned short *v20c; // ecx@35 - Vec3_int_ *v21; // edx@36 - int v22; // edx@36 - RenderVertexSoft *v23; // edi@37 - int v24; // eax@50 - int v25; // ecx@55 - int v26; // eax@57 - int v27; // eax@57 - int v28; // eax@58 - //int v29; // edx@58 - //double v30; // st7@59 - //LightmapBuilder *v31; // edi@63 - signed int v32; // eax@73 - int v33; // eax@78 - unsigned int v34; // eax@80 - std::string v35; // [sp-18h] [bp-70h]@2 - int v36; // [sp-14h] [bp-6Ch]@69 - RenderVertexSoft *v37; // [sp-10h] [bp-68h]@69 - int v38; // [sp-Ch] [bp-64h]@69 - //LightmapBuilder *v39; // [sp-8h] [bp-60h]@2 - int v40; // [sp-4h] [bp-5Ch]@2 - //std::string *v41; // [sp+Ch] [bp-4Ch]@2 - int v41b; - int v42; // [sp+10h] [bp-48h]@6 - LightmapBuilder *pLightmapBuilder; // [sp+14h] [bp-44h]@8 - float v44; // [sp+18h] [bp-40h]@10 - float v45; // [sp+1Ch] [bp-3Ch]@10 - ODMFace *v46; // [sp+20h] [bp-38h]@6 - //IndoorCameraD3D *v47; // [sp+24h] [bp-34h]@3 - //unsigned int v48; // [sp+28h] [bp-30h]@8 - int v49; // [sp+2Ch] [bp-2Ch]@10 - int v50; // [sp+30h] [bp-28h]@34 - int v51; // [sp+34h] [bp-24h]@35 - int v52; // [sp+38h] [bp-20h]@36 - int v53; // [sp+3Ch] [bp-1Ch]@8 - Vec3_int_ *v54; // [sp+40h] [bp-18h]@6 - int a1; // [sp+44h] [bp-14h]@3 - BSPModel *v56; // [sp+48h] [bp-10h]@4 - int uNumVertices; // [sp+4Ch] [bp-Ch]@34 - int unused; // [sp+50h] [bp-8h]@3 - int a3; // [sp+57h] [bp-1h]@2 - - if ( !pRenderer->pRenderD3D ) - { - MessageBoxW(nullptr, L"D3D version of RenderBuildings called in software!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Odbuild.cpp:73", 0); - } - - unused = 0; - a1 = 0; - result = LOBYTE(pOutdoor->pBModels); - v41b = pOutdoor->uNumBModels; - if ( (signed int)pOutdoor->uNumBModels > 0 ) - { - v2 = pOutdoor->pBModels; - v56 = pOutdoor->pBModels; - while ( 1 ) - { - if ( IsBModelVisible(a1, &unused) ) - { - v2->field_40 |= 1u; - v3 = v2->uNumFaces; - pFace = v2->pFaces; - v54 = 0; - v46 = pFace; - v42 = v3; - if ( v3 > 0 ) - break; - } -LABEL_86: - ++a1; - ++v2;// += 47; - result = a1; - v56 = v2; - if ( a1 >= v41b ) - return result; - } - while ( 1 ) - { - if (pFace->Invisible()) - goto LABEL_85; - //v5 = (int)*(v2 - 1); - v6 = pFace->pVertexIDs[0]; - v53 = 0; - v7 = &array_77EC08[pODMRenderParams->uNumPolygons]; - v7->flags = 0; - v7->field_32 = 0; - pLightmapBuilder = (LightmapBuilder *)v2->pVertices.pVertices[v6].z; - v9 = pFace->uTextureID; - if (pFace->uAttributes & FACE_TEXTURE_FRAME) - { - v9 = pTextureFrameTable->GetFrameTexture(v9, pEventTimer->uTotalGameTimeElapsed); - } - pFaceTexture = pBitmaps_LOD->GetTexture(v9); - v7->pTexture = pFaceTexture; - v12 = pFaceTexture->uTextureWidth; - v49 = v12; - v49 = pFaceTexture->uTextureHeight; - v45 = 1.0 / (double)v12; - v44 = 1.0 / (double)v49; - if (pFace->uAttributes & FACE_FLUID) - *(int *)&v7->flags |= 2u; - if (pFace->uAttributes & FACE_DO_NOT_LIGHT ) - HIBYTE(v7->flags) |= 4u; - if ( pFace->uAttributes & 4 ) - { - HIBYTE(v7->flags) |= 4u; - } - else - { - if ( pFace->uAttributes & 0x20 ) - HIBYTE(v7->flags) |= 8u; - } - if (pFace->uAttributes & 0x0800) - { - *(int *)&v7->flags |= 0x2000u; - } - else - { - if (pFace->uAttributes & FACE_DONT_CACHE_TEXTURE) - HIBYTE(v7->flags) |= 0x10u; - } - v15 = GetTickCount(); - v7->sTextureDeltaU = pFace->sTextureDeltaU; - v7->sTextureDeltaV = pFace->sTextureDeltaV; - v16 = v15 >> 4; - if ( pFace->pFacePlane.vNormal.z && (v40 = pFace->pFacePlane.vNormal.z, abs(v40) >= 59082) ) - { - v17 = *(int *)&v7->flags; - if ( BYTE1(v17) & 4 ) - goto LABEL_29; - if ( BYTE1(v17) & 8 ) - { -LABEL_26: - v7->sTextureDeltaV -= v16 & v7->pTexture->uHeightMinus1; - goto LABEL_30; - } - } - else - { - v17 = *(int *)&v7->flags; - if ( BYTE1(v17) & 4 ) - goto LABEL_26; - if ( BYTE1(v17) & 8 ) - { -LABEL_29: - v7->sTextureDeltaV += v16 & v7->pTexture->uHeightMinus1; - goto LABEL_30; - } - } -LABEL_30: - if ( BYTE1(v17) & 0x10 ) - { - v7->sTextureDeltaU -= v16 & v7->pTexture->uWidthMinus1; - } - else - { - if ( BYTE1(v17) & 0x20 ) - v7->sTextureDeltaU += v16 & v7->pTexture->uWidthMinus1; - } - v18 = pFace->uNumVertices; - v50 = 0; - v49 = 0; - uNumVertices = v18; - if ( v18 > 0 ) - { - //v19 = (char *)&array_73D150[0].vWorldPosition.z; - //v20 = (char *)pFace->pTextureUIDs; - v19 = array_73D150; - v20 = pFace->pTextureUIDs; - v20b = pFace->pVertexIDs; - v20c = pFace->pTextureVIDs; - v51 = v18; - do - { -/* v21 = &(*(v56 - 1))[*((short *)v20 - 20)]; - *((float *)v19 - 2) = (double)v21->x; - *((float *)v19 - 1) = (double)v21->y; - *(float *)v19 = (double)v21->z; - v19 += 48; - v52 = v7->sTextureDeltaU + *(short *)v20; - *((float *)v19 - 5) = (double)v52 * v45; - v22 = v7->sTextureDeltaV + *((short *)v20 + 20); - v20 += 2; - v10 = v51-- == 1; - v52 = v22; - *((float *)v19 - 4) = (double)v22 * v44;*/ - - //v21 = (BSPVertexBuffer *)(*((_DWORD *)v56 - 1) + 12 * *(v20 - 20)); - v21 = &v56->pVertices.pVertices[*v20b]; - //*((float *)v19 - 2) = (double)v21->x; - //*((float *)v19 - 1) = (double)v21->y; - v19->vWorldPosition.x = (double)v21->x; - v19->vWorldPosition.y = (double)v21->y; - v19->vWorldPosition.z = (double)v21->z; - ++v19; - v52 = v7->sTextureDeltaU + (signed __int16)*v20; - //*((float *)v19 - 5) = (double)v52 * v45; - (v19-1)->u = (double)v52 * v45; - v22 = v7->sTextureDeltaV + (signed __int16)*v20c; - ++v20; - ++v20b; - ++v20c; - v52 = v22; - //*((float *)v19 - 4) = (double)v22 * v44; - (v19-1)->v = (double)v22 * v44; - } - while ( !(v51-- == 1) ); - //v23 = (char *)&array_73D150[0].vWorldViewPosition; - v23 = array_73D150; - v51 = uNumVertices; - *(float *)&pLightmapBuilder = (double)(signed int)pLightmapBuilder; - do - { - //if ( *(float *)&pLightmapBuilder == *((float *)v23 - 1) ) - if ( *(float *)&pLightmapBuilder == v23->vWorldPosition.z ) - ++v53; - //v47->ViewTransform((RenderVertexSoft *)(v23 - 12), 1u); - pGame->pIndoorCameraD3D->ViewTransform(v23, 1u); - if ( v23->vWorldViewPosition.x < 8.0 || (double)pODMRenderParams->shading_dist_mist < v23->vWorldViewPosition.x ) - { - if ( v23->vWorldViewPosition.x >= 8.0 ) - v49 = 1; - else - v50 = 1; - } - else - { - pGame->pIndoorCameraD3D->Project(v23, 1u, 0); - } - ++v23;// += 48; - --v51; - } - while ( v51 ); - v18 = uNumVertices; - } - if ( v53 == v18 ) - LOBYTE(v7->field_32) |= 1u; - v24 = pOutdoor->vSunlight.x; - v7->pODMFace = pFace; - v7->uNumVertices = v18; - v7->field_59 = 5; - pLightmapBuilder = (LightmapBuilder *)-v24; - v51 = pFace->pFacePlane.vNormal.x; - v51 = (unsigned __int64)(-v24 * (signed __int64)v51) >> 16; - v53 = pFace->pFacePlane.vNormal.y; - pLightmapBuilder = (LightmapBuilder *)-pOutdoor->vSunlight.y; - v53 = (unsigned __int64)(-pOutdoor->vSunlight.y * (signed __int64)v53) >> 16; - v52 = pFace->pFacePlane.vNormal.z; - v52 = (unsigned __int64)(-pOutdoor->vSunlight.z * (signed __int64)v52) >> 16; - pLightmapBuilder = (LightmapBuilder *)(v51 + v53 + v52); - v51 = 20 * (int)pLightmapBuilder; - result = 20 - (20 * (signed int)pLightmapBuilder >> 16); - v7->dimming_level = result; - if ( result < 0 ) - v7->dimming_level = 0; - if ( v7->dimming_level > 31 ) - v7->dimming_level = 31; - if ( pODMRenderParams->uNumPolygons >= 1999 + 5000) - return result; - ++pODMRenderParams->uNumPolygons; - ++pODMRenderParams->field_44; - if ( ODMFace::IsBackfaceCulled(pFace, array_73D150, v7) ) - { - LOBYTE(v25) = (char)v54; - v26 = a1; - pFace->bVisible = 1; - v7->uBModelFaceID = v25; - LOWORD(v25) = (unsigned __int8)v25; - v7->uBModelID = v26; - v27 = 8 * (v25 | (v26 << 6)); - LOBYTE(v27) = v27 | 6; - v7->field_50 = v27; - - for (v28 = 0; v28 < v18; ++v28) - { - memcpy(&array_50AC10[v28], &array_73D150[v28], sizeof(array_50AC10[v28])); - array_50AC10[v28]._rhw = 1.0 / (array_73D150[v28].vWorldViewPosition.x + 0.0000001); - - pFace = v46; - } - - static stru154 static_RenderBuildingsD3D_stru_73C834; - /*static bool __init_flag = false; - if (!__init_flag) - { - __init_flag = true; - - static_RenderBuildingsD3D_byte_73C84C_init_flag |= 1u; - stru154::stru154(&static_RenderBuildingsD3D_stru_73C834); - atexit(loc_4789D4); - }*/ - - v40 = (int)pFace; - pGame->pLightmapBuilder->ApplyLights_OutdoorFace(pFace); - pDecalBuilder->ApplyDecals_OutdoorFace(pFace); - pGame->pLightmapBuilder->std__vector_000004_size = 0; - - int v31 = 0; - if ( stru_F8AD28.uNumLightsApplied > 0 || pDecalBuilder->uNumDecals > 0 ) - { - v31 = v50 ? 3 : v49 != 0 ? 5 : 0; - static_RenderBuildingsD3D_stru_73C834.GetFacePlaneAndClassify(pFace, &v56->pVertices); - if ( pDecalBuilder->uNumDecals > 0 ) - { - v40 = -1; - v38 = 0; - v37 = array_50AC10; - v36 = uNumVertices; - pDecalBuilder->ApplyDecals(31 - v7->dimming_level, - 2, - &static_RenderBuildingsD3D_stru_73C834, - uNumVertices, - array_50AC10, - 0, - (char)v31, - -1); - } - } - if ( stru_F8AD28.uNumLightsApplied > 0 ) - pGame->pLightmapBuilder->ApplyLights( - &stru_F8AD28, - &static_RenderBuildingsD3D_stru_73C834, - uNumVertices, - array_50AC10, - 0, - (char)v31); - if ( v50 ) - { - v32 = sr_424CD7(uNumVertices); - goto LABEL_76; - } - if ( v49 ) - { - v32 = sr_424EE0_MakeFanFromTriangle(uNumVertices); -LABEL_76: - v7->uNumVertices = v32; - uNumVertices = v32; - ODM_Project(v32); - } - if ( uNumVertices ) - { - v33 = *(int *)&v7->flags; - if ( v33 & 2 ) - { - if ( BYTE1(v33) & 0x3C ) - v34 = pRenderer->pHDWaterBitmapIDs[0]; - else - v34 = pRenderer->pHDWaterBitmapIDs[pRenderer->hd_water_current_frame]; - v40 = (int)pBitmaps_LOD->pHardwareTextures[v34]; - } - else - { - v40 = (int)pBitmaps_LOD->pHardwareTextures[v9]; - } - pRenderer->DrawPolygon(uNumVertices, v7, pFace, (IDirect3DTexture2 *)v40); - } - goto LABEL_85; - } - --pODMRenderParams->uNumPolygons; - --pODMRenderParams->field_44; -LABEL_85: - v54 = (Vec3_int_ *)((char *)v54 + 1); - v2 = v56; - ++pFace; - v46 = pFace; - if ( (signed int)v54 >= (signed int)v42 ) - goto LABEL_86; - } - } - return result; -} // 73C84C: using guessed type char static_RenderBuildingsD3D_byte_73C84C_init_flag; - //----- (00479089) -------------------------------------------------------- bool __fastcall IsBModelVisible(unsigned int uModelID, int *reachable) { @@ -5297,10 +4900,13 @@ int v35; // [sp+148h] [bp-1Ch]@4 int screen_center_x; // [sp+14Ch] [bp-18h]@2 int v37; // [sp+154h] [bp-10h]@8 - int v38; // [sp+158h] [bp-Ch]@1 + int pViewportBR_Y; // [sp+158h] [bp-Ch]@1 int v39; // [sp+15Ch] [bp-8h]@4 //int v40; // [sp+160h] [bp-4h]@7 - + +//Хотя сами двухмерные изображения основаны на системе координат XY, накладываются текстуры на объект, основанный на +//осях координат U (горизонталь) и V (вертикаль), обхватывающих поверхность объекта. + extern bool new_sky; if (new_sky) { @@ -5310,7 +4916,7 @@ v30 = ((double)(pODMRenderParams->int_fov_rad * pGame->pIndoorCameraD3D->vPartyPos.z) / ((double)pODMRenderParams->int_fov_rad + 8192.0) + pViewport->uScreenCenterY);//184 изменяется при подъёме на высоту - v38 = pViewport->uScreenCenterY - pODMRenderParams->int_fov_rad / + pViewportBR_Y = 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 изменяется при наклоне камеры @@ -5335,7 +4941,7 @@ pSkyPolygon.sTextureDeltaU = 224 * pMiscTimer->uTotalGameTimeElapsed;//60928 pSkyPolygon.sTextureDeltaV = 224 * pMiscTimer->uTotalGameTimeElapsed; - //sky position(положение неба)---------------------------------------------- + //sky wiew position(положение неба)------------------------------------------ // X // 0._____________________________.3 // |8,8 468,8 | @@ -5343,7 +4949,7 @@ // | | // Y| | // | | - // |8,? 468,? | + // |8,351 468,351 | // 1._____________________________.2 // @@ -5351,10 +4957,10 @@ array_50AC10[0].vWorldViewProjY = pViewport->uViewportTL_Y;//8 array_50AC10[1].vWorldViewProjX = pViewport->uViewportTL_X;//8 - array_50AC10[1].vWorldViewProjY = v38;//61 / 184 / 310 + array_50AC10[1].vWorldViewProjY = pViewportBR_Y;//61 / 184 / 310 array_50AC10[2].vWorldViewProjX = pViewport->uViewportBR_X;//468 - array_50AC10[2].vWorldViewProjY = v38;//61 / 184 / 310 + array_50AC10[2].vWorldViewProjY = pViewportBR_Y;//61 / 184 / 310 array_50AC10[3].vWorldViewProjX = pViewport->uViewportBR_X;//468 array_50AC10[3].vWorldViewProjY = pViewport->uViewportTL_Y;//8 @@ -5386,9 +4992,9 @@ v33 = 65536 / (signed int)(screen_center_x / tan(0.6457717418670654) + 0.5);//360 : (расстояние от экрана до камеры в пикселях) = 214 //-------------------------------------------------------------------------- - for (uint i = 0; i < pSkyPolygon.uNumVertices; ++i) - { - v29 = floorf(array_50AC10[i].vWorldViewProjY + 0.5f);//8 + for ( uint vertex_id = 0; vertex_id < pSkyPolygon.uNumVertices; ++vertex_id ) + { + v29 = floorf(array_50AC10[vertex_id].vWorldViewProjY + 0.5f);//8 v39 = (unsigned __int64)(pSkyPolygon.ptr_38->field_14 * v33 * (v30 - v29)) / 65536;//0 v8 = v39 + pSkyPolygon.ptr_38->field_C;//0 @@ -5404,11 +5010,11 @@ v39 = 0; } //v11 = (signed __int64)array_50AC10[i].vWorldViewProjX; - v38 = v10; + pViewportBR_Y = v10; //v12 = array_50AC10[i].vWorldViewProjY - 1.0; - v13 = v33 * (pViewport->uScreenCenterX - (signed __int64)array_50AC10[i].vWorldViewProjX); + v13 = v33 * (pViewport->uScreenCenterX - (signed __int64)array_50AC10[vertex_id].vWorldViewProjX); v34 = -pSkyPolygon.field_24; - v32 = (signed __int64)array_50AC10[i].vWorldViewProjY - 1.0; + v32 = (signed __int64)array_50AC10[vertex_id].vWorldViewProjY - 1.0; v14 = v33 * (v30 - v32); while ( 1 ) @@ -5422,7 +5028,7 @@ v14 += v33; v10 = pSkyPolygon.v_18.x + v16; v39 = pSkyPolygon.v_18.x + v16; - v38 = pSkyPolygon.v_18.x + v16; + pViewportBR_Y = pSkyPolygon.v_18.x + v16; break; } v37 = abs(v34 >> 14);//2048 @@ -5438,38 +5044,38 @@ v14 += v33; v10 = pSkyPolygon.v_18.x + v16; v39 = pSkyPolygon.v_18.x + v16; - v38 = pSkyPolygon.v_18.x + v16; + pViewportBR_Y = pSkyPolygon.v_18.x + v16; break; } - pShading = fixpoint_div(v34, v38); + pShading = fixpoint_div(v34, pViewportBR_Y); if ( pShading < 0 ) 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_mul(v37, pShading) / 8; + v35 = 224 * pMiscTimer->uTotalGameTimeElapsed + fixpoint_mul(v37, pShading) / 8;// Медленно вращаем небесный купол 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 / (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); - //array_50AC10[i].v = (double)screen_center_x / (65536.0 * pSkyPolygon.pTexture->uTextureHeight); + //array_50AC10[vertex_id].vWorldViewPosition.x = pODMRenderParams->shading_dist_mist; + //array_50AC10[vertex_id].vWorldPosition.x = v36 / (pSky.pTexture->uTextureHeight * 65536.0); + //array_50AC10[vertex_id].vWorldPosition.y = 1.0 / (pODMRenderParams->shading_dist_mist >> 16); + //array_50AC10[vertex_id].vWorldPosition.z = v35 / (pSky.pTexture->uTextureWidth * 65536.0); + //array_50AC10[vertex_id]._rhw = 1.0f / (pShading >> 16); + //array_50AC10[vertex_id].u = (double)v35 / (65536.0 * pSkyPolygon.pTexture->uTextureWidth); + //array_50AC10[vertex_id].v = (double)screen_center_x / (65536.0 * pSkyPolygon.pTexture->uTextureHeight); //----------------------------------------------------------------------------------------- - array_50AC10[i]._rhw = 1.0f; + array_50AC10[vertex_id]._rhw = 1.0f; } //if ( i == _this.uNumVertices - 1 ) //{ pRenderer->DrawSkyPolygon(pSkyPolygon.uNumVertices, &pSkyPolygon, pBitmaps_LOD->pHardwareTextures[pSkyPolygon.uTileBitmapID]); - array_50AC10[0].vWorldViewProjY = v38; + array_50AC10[0].vWorldViewProjY = pViewportBR_Y; array_50AC10[1].vWorldViewProjY = array_50AC10[1].vWorldViewProjY + 30.0; array_50AC10[2].vWorldViewProjY = array_50AC10[2].vWorldViewProjY + 30.0; - array_50AC10[3].vWorldViewProjY = v38; + array_50AC10[3].vWorldViewProjY = pViewportBR_Y; pRenderer->DrawSkyPolygon(pSkyPolygon.uNumVertices, &pSkyPolygon, pBitmaps_LOD->pHardwareTextures[pSkyPolygon.uTileBitmapID]); //}
--- a/mm7_6.cpp Fri Oct 04 20:24:49 2013 +0600 +++ b/mm7_6.cpp Fri Oct 04 20:25:02 2013 +0600 @@ -42,170 +42,6 @@ -//----- (00424EE0) -------------------------------------------------------- -int __fastcall sr_424EE0_MakeFanFromTriangle(unsigned int uVertexID) -{ - //unsigned int v1; // edx@1 - double v2; // st7@1 - signed int v3; // edi@1 - char *v4; // esi@4 - char *v5; // ecx@4 - //unsigned int v6; // eax@4 - char *v7; // edx@4 - double v8; // st6@10 - double v9; // st5@10 - double v10; // st6@11 - unsigned __int8 v11; // c2@15 - unsigned __int8 v12; // c3@15 - void *v13; // edi@22 - char *v14; // eax@22 - double v15; // st6@22 - char *v16; // ecx@22 - signed int result; // eax@24 - unsigned int v18; // [sp+8h] [bp-2Ch]@4 - bool v19; // [sp+Ch] [bp-28h]@6 - char *v20; // [sp+10h] [bp-24h]@4 - char *v21; // [sp+14h] [bp-20h]@4 - signed int v22; // [sp+18h] [bp-1Ch]@1 - char *v23; // [sp+1Ch] [bp-18h]@4 - RenderVertexSoft *v24; // [sp+20h] [bp-14h]@4 - char *v25; // [sp+24h] [bp-10h]@4 - char *v26; // [sp+28h] [bp-Ch]@4 - char *v27; // [sp+2Ch] [bp-8h]@4 - char *v28; // [sp+30h] [bp-4h]@4 - - v2 = (double)pODMRenderParams->shading_dist_mist; - memcpy(&array_50AC10[uVertexID], array_50AC10, sizeof(array_50AC10[uVertexID])); - v3 = 0; - v22 = 0; - if ( array_50AC10[0].vWorldViewPosition.x <= (double)pODMRenderParams->shading_dist_mist ) - v3 = 1; - if ( (signed int)(uVertexID + 1) <= 1 ) - return 0; - v4 = (char *)&array_507D30[0].vWorldViewPosition.z; - v5 = (char *)&array_507D30[0].vWorldViewPosition.y; - v23 = (char *)&array_507D30[0].flt_2C; - v26 = (char *)&array_507D30[0]._rhw; - v24 = array_507D30; - v20 = (char *)&array_507D30[0].vWorldViewPosition.z; - v21 = (char *)&array_507D30[0].vWorldViewPosition.y; - v25 = (char *)&array_507D30[0].vWorldViewPosition; - v27 = (char *)&array_507D30[0].v; - v28 = (char *)&array_507D30[0].u; - v7 = (char *)&array_50AC10[0].v; - for ( v18 = 1; v18 <= uVertexID; ++v18 ) - { - v19 = v2 >= array_50AC10[v18].vWorldViewPosition.x; - if ( v3 != v19 ) - { - if ( v19 ) - { - v8 = (v2 - array_50AC10[v18 - 1].vWorldViewPosition.x) / (array_50AC10[v18].vWorldViewPosition.x - array_50AC10[v18 - 1].vWorldViewPosition.x); - *(float *)v5 = (array_50AC10[v18].vWorldViewPosition.y - array_50AC10[v18 - 1].vWorldViewPosition.y) * v8 + array_50AC10[v18 - 1].vWorldViewPosition.y; - *(float *)v4 = (array_50AC10[v18].vWorldViewPosition.z - array_50AC10[v18 - 1].vWorldViewPosition.z) * v8 + array_50AC10[v18 - 1].vWorldViewPosition.z; - *(float *)v28 = (array_50AC10[v18].u - array_50AC10[v18 - 1].u) * v8 + array_50AC10[v18 - 1].u; - v9 = (array_50AC10[v18].v - array_50AC10[v18 - 1].v) * v8 + array_50AC10[v18 - 1].v; - } - else - { - v10 = (v2 - array_50AC10[v18].vWorldViewPosition.x) / (array_50AC10[v18 - 1].vWorldViewPosition.x - array_50AC10[v18].vWorldViewPosition.x); - *(float *)v5 = (array_50AC10[v18 - 1].vWorldViewPosition.y - array_50AC10[v18].vWorldViewPosition.y) * v10 + array_50AC10[v18].vWorldViewPosition.y; - *(float *)v4 = (array_50AC10[v18 - 1].vWorldViewPosition.z - array_50AC10[v18].vWorldViewPosition.z) * v10 + array_50AC10[v18].vWorldViewPosition.z; - *(float *)v28 = (array_50AC10[v18 - 1].u - array_50AC10[v18].u) * v10 + array_50AC10[v18].u; - v9 = (array_50AC10[v18 - 1].v - array_50AC10[v18].v) * v10 + array_50AC10[v18].v; - } - *(float *)v27 = v9; - *(float *)v25 = v2; - *(float *)v26 = 1.0 / v2; - if ( v3 ) - { - if ( v2 == *((float *)v7 - 7) && *(float *)v5 == *((float *)v7 - 6) ) - { - v11 = 0; - v12 = *(float *)v4 == *((float *)v7 - 5); - if ( ! (v12 | v11) ) - { - v26 += 48; - ++v24; - v25 += 48; - v27 += 48; - v28 += 48; - v5 += 48; - v4 += 48; - ++v22; - v23 += 48; - v21 = v5; - v20 = v4; - } - } - } - else - { - if ( v2 == *((float *)v7 + 5) && *(float *)v5 == *((float *)v7 + 6) ) - { - v11 = 0; - v12 = *(float *)v4 == *((float *)v7 + 7); - if ( !(v12 | v11) ) - { - v26 += 48; - ++v24; - v25 += 48; - v27 += 48; - v28 += 48; - v5 += 48; - v4 += 48; - ++v22; - v23 += 48; - v21 = v5; - v20 = v4; - } - } - } - v26 += 48; - ++v24; - v25 += 48; - v27 += 48; - v28 += 48; - v5 += 48; - v4 += 48; - ++v22; - v23 += 48; - v21 = v5; - v20 = v4; - } - if ( v19 ) - { - v13 = v24; - v14 = v26; - v21 += 48; - v15 = 1.0 / (*((float *)v7 + 5) + 0.0000001); - v20 += 48; - ++v22; - v28 += 48; - v27 += 48; - v25 += 48; - ++v24; - v26 += 48; - memcpy(v13, v7 + 8, 0x30u); - v16 = v23; - v23 += 48; - v4 = v20; - *(float *)v14 = v15; - *(int *)v16 = *((int *)v7 + 13); - v5 = v21; - } - v3 = v19; - v7 += 48; - //--v18; - } - //while ( v18 ); - result = v22; - if ( v22 < 3 ) - return 0; - return result; -} - - //----- (00426A5A) -------------------------------------------------------- void stru319::LootActor(Actor *pActor) { @@ -232,7 +68,7 @@ if ( v3 ) { if ( pActor->pMonsterInfo.uTreasureDiceRolls ) - { + { do { ++v2;
--- a/mm7_data.h Fri Oct 04 20:24:49 2013 +0600 +++ b/mm7_data.h Fri Oct 04 20:25:02 2013 +0600 @@ -1099,7 +1099,7 @@ int __fastcall GetPortalScreenCoord(unsigned int uFaceID); bool PortalFrustrum(int pNumVertices, struct BspRenderer_PortalViewportData *a2, struct BspRenderer_PortalViewportData *near_portal, int uFaceID); int sr_424CD7(unsigned int uVertexID); // idb -int __fastcall sr_424EE0_MakeFanFromTriangle(unsigned int uVertexID); // idb +int BuildingVerticesClipping(unsigned int uNumVertices); void __fastcall GivePartyExp(unsigned int pEXPNum); bool __fastcall sub_427769_spell(unsigned int uSpellID); void _42777D_CastSpell_UseWand_ShootArrow(int a1, unsigned int uPlayerID, unsigned int a4, __int16 a5, int a6); @@ -1154,7 +1154,7 @@ char *GetEventHintString(unsigned int uEventID); // idb int GetTravelTime(); void __fastcall sub_4451A8_press_any_key(int a1, int a2, int a4); -int SkillToMastery(unsigned int skill_value); +unsigned int SkillToMastery(unsigned int skill_value); unsigned int __fastcall GetSpellColor(signed int a1); unsigned short * MakeScreenshot(signed int width, signed int height); void SaveScreenshot(const char *pFilename);