Mercurial > mm7
changeset 1025:8b492d4722d4
Intersection
author | Ritor1 |
---|---|
date | Tue, 21 May 2013 12:42:57 +0600 |
parents | d353bd3009d9 |
children | 6afa77761a00 |
files | Indoor.cpp Indoor.h VectorTypes.h Vis.cpp Vis.h mm7_3.cpp mm7_4.cpp mm7_5.cpp |
diffstat | 8 files changed, 238 insertions(+), 365 deletions(-) [+] |
line wrap: on
line diff
--- a/Indoor.cpp Wed May 15 09:32:39 2013 +0600 +++ b/Indoor.cpp Tue May 21 12:42:57 2013 +0600 @@ -395,36 +395,36 @@ } //----- (004C0EF2) -------------------------------------------------------- -void BLVFace::FromODM(ODMFace *a2) +void BLVFace::FromODM(ODMFace *face) { - this->pFacePlane_old.vNormal.x = a2->pFacePlane.vNormal.x; - this->pFacePlane_old.vNormal.y = a2->pFacePlane.vNormal.y; - this->pFacePlane_old.vNormal.z = a2->pFacePlane.vNormal.z; - this->pFacePlane_old.dist = a2->pFacePlane.dist; - this->pFacePlane.vNormal.x = (double)(a2->pFacePlane.vNormal.x & 0xFFFF) * 0.000015259022 - + (double)(a2->pFacePlane.vNormal.x >> 16); - this->pFacePlane.vNormal.y = (double)(a2->pFacePlane.vNormal.y & 0xFFFF) * 0.000015259022 - + (double)(a2->pFacePlane.vNormal.y >> 16); - this->pFacePlane.vNormal.z = (double)(a2->pFacePlane.vNormal.z & 0xFFFF) * 0.000015259022 - + (double)(a2->pFacePlane.vNormal.z >> 16); - this->pFacePlane.dist = (double)(a2->pFacePlane.dist & 0xFFFF) * 0.000015259022 + (double)(a2->pFacePlane.dist >> 16); - this->uAttributes = a2->uAttributes; - this->pBounding.x1 = a2->pBoundingBox.x1; - this->pBounding.y1 = a2->pBoundingBox.y1; - this->pBounding.z1 = a2->pBoundingBox.z1; - this->pBounding.x2 = a2->pBoundingBox.x2; - this->pBounding.y2 = a2->pBoundingBox.y2; - this->pBounding.z2 = a2->pBoundingBox.z2; - this->zCalc1 = a2->zCalc1; - this->zCalc2 = a2->zCalc2; - this->zCalc3 = a2->zCalc3; - this->pXInterceptDisplacements = a2->pXInterceptDisplacements; - this->pYInterceptDisplacements = a2->pYInterceptDisplacements; - this->pZInterceptDisplacements = a2->pZInterceptDisplacements; - this->uPolygonType = (PolygonType)a2->uPolygonType; - this->uNumVertices = a2->uNumVertices; - this->uBitmapID = a2->uTextureID; - this->pVertexIDs = a2->pVertexIDs; + this->pFacePlane_old.vNormal.x = face->pFacePlane.vNormal.x; + this->pFacePlane_old.vNormal.y = face->pFacePlane.vNormal.y; + this->pFacePlane_old.vNormal.z = face->pFacePlane.vNormal.z; + this->pFacePlane_old.dist = face->pFacePlane.dist; + this->pFacePlane.vNormal.x = (double)(face->pFacePlane.vNormal.x & 0xFFFF) * 0.000015259022 + + (double)(face->pFacePlane.vNormal.x >> 16); + this->pFacePlane.vNormal.y = (double)(face->pFacePlane.vNormal.y & 0xFFFF) * 0.000015259022 + + (double)(face->pFacePlane.vNormal.y >> 16); + this->pFacePlane.vNormal.z = (double)(face->pFacePlane.vNormal.z & 0xFFFF) * 0.000015259022 + + (double)(face->pFacePlane.vNormal.z >> 16); + this->pFacePlane.dist = (double)(face->pFacePlane.dist & 0xFFFF) * 0.000015259022 + (double)(face->pFacePlane.dist >> 16); + this->uAttributes = face->uAttributes; + this->pBounding.x1 = face->pBoundingBox.x1; + this->pBounding.y1 = face->pBoundingBox.y1; + this->pBounding.z1 = face->pBoundingBox.z1; + this->pBounding.x2 = face->pBoundingBox.x2; + this->pBounding.y2 = face->pBoundingBox.y2; + this->pBounding.z2 = face->pBoundingBox.z2; + this->zCalc1 = face->zCalc1; + this->zCalc2 = face->zCalc2; + this->zCalc3 = face->zCalc3; + this->pXInterceptDisplacements = face->pXInterceptDisplacements; + this->pYInterceptDisplacements = face->pYInterceptDisplacements; + this->pZInterceptDisplacements = face->pZInterceptDisplacements; + this->uPolygonType = (PolygonType)face->uPolygonType; + this->uNumVertices = face->uNumVertices; + this->uBitmapID = face->uTextureID; + this->pVertexIDs = face->pVertexIDs; } //----- (004B0A25) --------------------------------------------------------
--- a/Indoor.h Wed May 15 09:32:39 2013 +0600 +++ b/Indoor.h Tue May 21 12:42:57 2013 +0600 @@ -283,7 +283,7 @@ char _get_normals(Vec3_int_ *a2, Vec3_int_ *a3); struct Texture *GetTexture(); - void FromODM(struct ODMFace *a2); + void FromODM(struct ODMFace *face); inline bool Invisible() const {return uAttributes & FACE_INVISIBLE;} inline bool Visible() const {return !Invisible();}
--- a/VectorTypes.h Wed May 15 09:32:39 2013 +0600 +++ b/VectorTypes.h Tue May 21 12:42:57 2013 +0600 @@ -16,20 +16,15 @@ void Normalize(); - //----- (0049B32D) -------------------------------------------------------- - static Vec3_float_ *Vec3_float_::Cross(Vec3_float_ *v1, Vec3_float_ *pOut, float x, float y, float z) - { - double v6; // st7@1 - double v7; // st6@1 +//----- (0049B32D) -------------------------------------------------------- +static Vec3_float_ *Vec3_float_::Cross(Vec3_float_ *v1, Vec3_float_ *pOut, float x, float y, float z) +{ + pOut->x = z * v1->y - y * v1->z; + pOut->y = x * v1->z - z * v1->x; + pOut->z = y * v1->x - x * v1->y; + return pOut; +} - v6 = x * v1->z - z * v1->x; - v7 = y * v1->x - x * v1->y; - pOut->x = z * v1->y - y * v1->z; - pOut->y = v6; - pOut->z = v7; - return pOut; - } - //----- (0049B02E) -------------------------------------------------------- inline static float NegDot(Vec3_float_ *a1, Vec3_float_ *a2, float *a3) {
--- a/Vis.cpp Wed May 15 09:32:39 2013 +0600 +++ b/Vis.cpp Tue May 21 12:42:57 2013 +0600 @@ -366,6 +366,8 @@ auto bmodel = &pOutdoor->pBModels[i]; for (uint j = 0; j < bmodel->uNumFaces; ++j) { + //if ( i == 77 && j == 17 )// + //__debugbreak();// auto face = &bmodel->pFaces[j]; if (is_part_of_selection(face, filter)) { @@ -541,7 +543,7 @@ } //----- (004C1C0C) -------------------------------------------------------- -bool Vis::Intersect_Ray_Face(RenderVertexSoft *pRayStart, RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *a4, BLVFace *a5, unsigned int a6) +bool Vis::Intersect_Ray_Face(RenderVertexSoft *pRayStart, RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *Intersection, BLVFace *pFace, unsigned int pBModelID) { //BLVFace *v7; // ebx@1 //bool result; // eax@1 @@ -554,7 +556,7 @@ //char v15; // c0@5 //char v16; // c2@5 //char v17; // c3@5 - double v18; // st5@6 + double c1; // st5@6 //__int16 v19; // fps@6 //char v20; // c0@6 //char v21; // c2@6 @@ -568,25 +570,24 @@ //unsigned __int8 v29; // c0@10 //char v30; // c2@10 //unsigned __int8 v31; // c3@10 - //double v32; // st7@11 - Vec2_short_ v33; // ST1E_4@11 + double c2; // st7@11 + //Vec2_short_ v33; // ST1E_4@11 Vec3_short_ v34; // ST04_6@11 //float a5a; // [sp+30h] [bp+18h]@10 //float a5b; // [sp+30h] [bp+18h]@13 - if (a5->Portal() || a5->Invisible()) + if (pFace->Portal() || pFace->Invisible()) return false; - - int ray_dir_x = pRayEnd->vWorldPosition.x - pRayStart->vWorldPosition.x, - ray_dir_y = pRayEnd->vWorldPosition.y - pRayStart->vWorldPosition.y, + int ray_dir_x = pRayEnd->vWorldPosition.x - pRayStart->vWorldPosition.x,//dir_x y z это вектор направления + ray_dir_y = pRayEnd->vWorldPosition.y - pRayStart->vWorldPosition.y,//точка В - точка А = вектор из А в В ray_dir_z = pRayEnd->vWorldPosition.z - pRayStart->vWorldPosition.z; - v9 = ray_dir_z * a5->pFacePlane.vNormal.z - + ray_dir_y * a5->pFacePlane.vNormal.y - + ray_dir_x * a5->pFacePlane.vNormal.x; + /*v9 = ray_dir_z * pFace->pFacePlane.vNormal.z + + ray_dir_y * pFace->pFacePlane.vNormal.y//скалярное произведение направления луча и нормали к полигону + + ray_dir_x * pFace->pFacePlane.vNormal.x;//= косинус угла между двумя векторами if (v9 >= 0) // ray faces face's normal ( > 0) or parallel ( == 0) - return false; + return false;*/ //ray = t dir + start //plane = (p - vertex) normal = -d @@ -599,116 +600,84 @@ // dir norm - float dir_mag = sqrtf(ray_dir_x * ray_dir_x + ray_dir_y * ray_dir_y + ray_dir_z * ray_dir_z); - float ndir_x = ray_dir_x / dir_mag, - ndir_y = ray_dir_y / dir_mag, - ndir_z = ray_dir_z / dir_mag; + /*float dir_mag = sqrtf(ray_dir_x * ray_dir_x + ray_dir_y * ray_dir_y + ray_dir_z * ray_dir_z);//модуль вектора + float ndir_x = ray_dir_x / dir_mag,//ndir - нормализованное направление + ndir_y = ray_dir_y / dir_mag,//В результате нормализации получается вектор, направление которого совпадает с исходным, а модуль равен единице (единичный вектор). + ndir_z = ray_dir_z / dir_mag;//Чтобы нормализовать произвольный вектор, достаточно разделить каждый компонент вектора на модуль вектора - int face_center_x = (a5->pBounding.x1 + a5->pBounding.x2) / 2, - face_center_y = (a5->pBounding.y1 + a5->pBounding.y2) / 2, - face_center_z = (a5->pBounding.z1 + a5->pBounding.z2) / 2; + int face_center_x = (pFace->pBounding.x1 + pFace->pBounding.x2) / 2,//усреднённые координаты баундинга + face_center_y = (pFace->pBounding.y1 + pFace->pBounding.y2) / 2, + face_center_z = (pFace->pBounding.z1 + pFace->pBounding.z2) / 2; - int to_plane_x = pRayStart->vWorldPosition.x - face_center_x, + int to_plane_x = pRayStart->vWorldPosition.x - face_center_x,//вектор из глас к середине фейса to_plane_y = pRayStart->vWorldPosition.y - face_center_y, - to_plane_z = pRayStart->vWorldPosition.z - face_center_z; + to_plane_z = pRayStart->vWorldPosition.z - face_center_z;*/ - float t = /*-a5->pFacePlane.dist*/ - (to_plane_x * a5->pFacePlane.vNormal.x + to_plane_y * a5->pFacePlane.vNormal.y + to_plane_y * a5->pFacePlane.vNormal.z) / - (ndir_x * a5->pFacePlane.vNormal.x + ndir_y * a5->pFacePlane.vNormal.y + ndir_z * a5->pFacePlane.vNormal.z); - if (t <= *pDepth) + //float t = /*-pFace->pFacePlane.dist*/ - (to_plane_x * pFace->pFacePlane.vNormal.x + to_plane_y * pFace->pFacePlane.vNormal.y + to_plane_y * pFace->pFacePlane.vNormal.z) / + // (ndir_x * pFace->pFacePlane.vNormal.x + ndir_y * pFace->pFacePlane.vNormal.y + ndir_z * pFace->pFacePlane.vNormal.z);//насколько сильно луч из камеры отклоняется от луча до центра фейса +/* if (t <= *pDepth) { int intersection_x = pRayStart->vWorldPosition.x + ndir_x * t, intersection_y = pRayStart->vWorldPosition.y + ndir_y * t, intersection_z = pRayStart->vWorldPosition.z + ndir_z * t; - if (intersection_x < a5->pBounding.x1 || intersection_x > a5->pBounding.x2 || - intersection_y < a5->pBounding.y1 || intersection_y > a5->pBounding.y2 || - intersection_z < a5->pBounding.z1 || intersection_z > a5->pBounding.z2) + if (intersection_x < pFace->pBounding.x1 || intersection_x > pFace->pBounding.x2 || + intersection_y < pFace->pBounding.y1 || intersection_y > pFace->pBounding.y2 || + intersection_z < pFace->pBounding.z1 || intersection_z > pFace->pBounding.z2) return false; - a5->uAttributes |= 0x80000000; + pFace->uAttributes |= 0x80000000; return true; } - - return false; + return false;*/ -// v7 = a5; - //result = a5->uAttributes; - v9 = pRayEnd->vWorldPosition.z * a5->pFacePlane.vNormal.z - + pRayEnd->vWorldPosition.y * a5->pFacePlane.vNormal.y - + pRayEnd->vWorldPosition.x * a5->pFacePlane.vNormal.x; - if (v9 >= 0) // ray faces face's normal ( > 0) or parallel ( == 0) - return false; - - a5->uAttributes |= 0x80000000; - return false; - v18 = -(a5->pFacePlane.vNormal.y * pRayStart->vWorldPosition.y - + pRayStart->vWorldPosition.x * a5->pFacePlane.vNormal.x - + pRayStart->vWorldPosition.z * a5->pFacePlane.vNormal.z - + a5->pFacePlane.dist); - if (v18 > 0) - return false; - //UNDEF(v19); - //v20 = v9 < 0.0; - //v21 = 0; - //v22 = v9 == 0.0; - //BYTE1(result) = HIBYTE(v19); - /*v23 = v18 < 0.0; - v24 = 0; - v25 = v18 == 0.0; - v26 = (BYTE1(result) & 0x41) == 0; - BYTE1(result) = HIBYTE(v19); - if ( v26 ) - { - if ( v18 < 0.0 ) - goto LABEL_12; - } - else - { - if ( !(v23 | v25) ) - { -LABEL_12: - LOBYTE(result) = 0; - return result; - } - }*/ - - //a5a = v18; - v27 = v18 / v9; - //HIWORD(result) = HIWORD(pDepth); - //UNDEF(v28); - //v29 = v27 < *pDepth; - //v30 = 0; - //v31 = v27 == *pDepth; - //BYTE1(result) = HIBYTE(v28); - - if (v27 > *pDepth) +//c1 = -d-(n*p0) + c1 = -pFace->pFacePlane.dist -(pFace->pFacePlane.vNormal.x * pRayStart->vWorldPosition.x + + pFace->pFacePlane.vNormal.y * pRayStart->vWorldPosition.y + + pFace->pFacePlane.vNormal.z * pRayStart->vWorldPosition.z); + //if (c1 > 0) + //return false; +#define EPSILON 0.000001 +//c2 = n*u + c2 = pFace->pFacePlane.vNormal.x * ray_dir_y + + pFace->pFacePlane.vNormal.y * ray_dir_x + + pFace->pFacePlane.vNormal.z * ray_dir_z; + if (c2 > -EPSILON && c2 < EPSILON) // ray faces face's normal ( > 0) or parallel ( == 0) return false; - a5->uAttributes |= 0x80000000; +//t = -d-(n*p0)/n*u + double t = c1 / c2;//точка соприкосновения + + //if (t < 0 || t > 1) + //return false; - a4->vWorldPosition.x = v27 * pRayEnd->vWorldPosition.x + pRayStart->vWorldPosition.x; - a4->vWorldPosition.y = v27 * pRayEnd->vWorldPosition.y + pRayStart->vWorldPosition.y; - a4->vWorldPosition.z = v27 * pRayEnd->vWorldPosition.z + pRayStart->vWorldPosition.z; - v33.x = (signed __int64)a4->vWorldPosition.x; - v33.y = (signed __int64)a4->vWorldPosition.y; - v34.x = v33.x; - v34.y = 0; - v34.z = (signed __int64)a4->vWorldPosition.z; + // p(t) = p0 + tu; + // p(t) - вектор указывающий в точку на плоскости + // p0 - начало вектора, точка наблюдателя, камеры + // t - + // u - вектор направления + Intersection->vWorldPosition.x = pRayStart->vWorldPosition.x + t * ray_dir_y;//12432 < X < 12656 + Intersection->vWorldPosition.y = pRayStart->vWorldPosition.y + t * ray_dir_x;//-96 < Y < 1088 + Intersection->vWorldPosition.z = pRayStart->vWorldPosition.z + t * ray_dir_z;//Z == 192 + + v34.x = (signed __int64)Intersection->vWorldPosition.x; + v34.y = (signed __int64)Intersection->vWorldPosition.y; + v34.z = (signed __int64)Intersection->vWorldPosition.z; - if ( _4C1D2B(a5, v34, a6) == 0.0) + if ( !_4C1D2B(pFace, v34, pBModelID) ) return false; //a5b = v27; - *pDepth = v27; + //*pDepth = t; return true; } //----- (004C1D2B) -------------------------------------------------------- -int Vis::_4C1D2B(BLVFace *pFace, Vec3_short_ a2, unsigned int uModelID) +bool Vis::_4C1D2B(BLVFace *pFace, Vec3_short_ a2, unsigned int uModelID) { - BLVFace *v4; // esi@1 + //BLVFace *v4; // esi@1 int v5; // esi@10 bool v6; // edi@10 int v7; // ecx@12 @@ -722,14 +691,16 @@ int v15; // [sp+10h] [bp-Ch]@10 signed int v16; // [sp+18h] [bp-4h]@10 - v4 = pFace; - if (a2.z < pFace->pBounding.z1 || a2.z > pFace->pBounding.z2 || - a2.x < pFace->pBounding.x1 || a2.x > pFace->pBounding.x2 || - a2.y < pFace->pBounding.y1 || a2.y > pFace->pBounding.y2) + //v4 = pFace; + if (a2.x < pFace->pBounding.x1 || a2.x > pFace->pBounding.x2 || + a2.y < pFace->pBounding.y1 || a2.y > pFace->pBounding.y2 || + a2.z < pFace->pBounding.z1 || a2.z > pFace->pBounding.z2 ) return false; + pFace->uAttributes |= 0x80000000; + return true; if (uModelID != -1) - _4C2186_BLV_IntersectBModel((int *)&pFace, (int *)&uModelID, + _4C2186_BLV_IntersectBModel(pFace, uModelID, word_F8BC48_displaced_face_intersect_plane_coords_a, word_F8BD18_displaced_face_intersect_plane_coords_b, &a2, pFace, uModelID); @@ -739,7 +710,7 @@ word_F8BD18_displaced_face_intersect_plane_coords_b, &a2, pFace); - v5 = 2 * v4->uNumVertices; + v5 = 2 * pFace->uNumVertices; v16 = 0; word_F8BC48_displaced_face_intersect_plane_coords_a[v5] = word_F8BC48_displaced_face_intersect_plane_coords_a[0]; word_F8BD18_displaced_face_intersect_plane_coords_b[v5] = word_F8BD18_displaced_face_intersect_plane_coords_b[0]; @@ -886,172 +857,131 @@ } //----- (004C2186) -------------------------------------------------------- -bool Vis::_4C2186_BLV_IntersectBModel(int *a1, int *a2, __int16 *a3, __int16 *a4, Vec3_short_ *a5, BLVFace *a6, unsigned int uModelID) +bool Vis::_4C2186_BLV_IntersectBModel(BLVFace *pFace, unsigned int ModelID, __int16 *displaced_face_intersect_plane_coords_a, __int16 *displaced_face_intersect_plane_coords_b, Vec3_short_ *a5, BLVFace *face, unsigned int uModelID) { bool result; // eax@1 - int *v9; // esi@1 - unsigned int v10; // ecx@1 - unsigned int v11; // edx@3 - signed int v12; // ecx@4 + //int *v9; // esi@1 + //unsigned int v10; // ecx@1 + //unsigned int v11; // edx@3 + //signed int v12; // ecx@4 __int16 v13; // si@4 __int16 *v14; // ecx@4 unsigned int v15; // edx@8 - signed int v16; // ecx@9 + //signed int v16; // ecx@9 __int16 v17; // si@9 __int16 *v18; // ecx@9 unsigned int v19; // edx@12 - signed int v20; // ecx@13 + //signed int v20; // ecx@13 __int16 v21; // si@13 __int16 *v22; // ecx@13 - signed int a1a; // [sp+14h] [bp+8h]@1 + //signed int a1a; // [sp+14h] [bp+8h]@1 __int16 *a5a; // [sp+24h] [bp+18h]@3 __int16 *a5b; // [sp+24h] [bp+18h]@8 __int16 *a5c; // [sp+24h] [bp+18h]@12 - result = (bool)a6; - v9 = a1; - v10 = a6->uAttributes; - a1a = 0; - if ( BYTE1(v10) & 1 ) + //result = (bool)a6; + //v9 = pFace; + //v10 = pFace->uAttributes; + //a1a = 0; + if ( BYTE1(pFace->uAttributes) & 1 ) { - *v9 = a5->x; - *a2 = a5->y; - if ( a6->uNumVertices ) + pFace->pFacePlane.vNormal.x = a5->x; + pFace->pFacePlane.vNormal.y = a5->y; + if ( pFace->uNumVertices ) { - v11 = 188 * uModelID + 72; - a5a = a4 + 1; - do + //v11 = 188 * ModelID + 72; + a5a = displaced_face_intersect_plane_coords_b + 1; + for ( uint i = 0; i < pFace->uNumVertices; ++i ) { - v12 = a1a; - a3[2 * a1a] = a6->pXInterceptDisplacements[a1a] -// + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v11] + 12 * a6->pVertexIDs[a1a]); - + pOutdoor->pBModels[v11].pVertices.pVertices[a6->pVertexIDs[a1a]].x; - *(a5a - 1) = a6->pYInterceptDisplacements[v12] -// + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v11] + 12 * a6->pVertexIDs[v12] + 4); - + pOutdoor->pBModels[v11].pVertices.pVertices[a6->pVertexIDs[v12]].y; - *(__int16 *)((char *)a5a + (int)(char *)a3 - (char *)a4) = a6->pXInterceptDisplacements[v12 + 1] -// + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v11] -// + 12 * a6->pVertexIDs[v12 + 1]); - + pOutdoor->pBModels[v11].pVertices.pVertices[a6->pVertexIDs[v12+1]].x; - v13 = a6->pYInterceptDisplacements[v12 + 1] -// + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v11] + 12 * a6->pVertexIDs[v12 + 1] + 4); - + pOutdoor->pBModels[v11].pVertices.pVertices[a6->pVertexIDs[v12 + 1]].y; + displaced_face_intersect_plane_coords_a[2 * i] = pFace->pXInterceptDisplacements[i] + pOutdoor->pBModels[ModelID].pVertices.pVertices[pFace->pVertexIDs[i]].x; + displaced_face_intersect_plane_coords_b[2 * i] = pFace->pYInterceptDisplacements[i] + pOutdoor->pBModels[ModelID].pVertices.pVertices[pFace->pVertexIDs[i]].y; + *(__int16 *)((char *)a5a + (int)(char *)displaced_face_intersect_plane_coords_a - (char *)displaced_face_intersect_plane_coords_b) = + pFace->pXInterceptDisplacements[i + 1] + pOutdoor->pBModels[ModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].x; + v13 = pFace->pYInterceptDisplacements[i + 1] + pOutdoor->pBModels[ModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].y; v14 = a5a; - ++a1a; a5a += 2; *v14 = v13; } - while ( a1a < a6->uNumVertices ); } } else { - if ( BYTE1(v10) & 2 ) + if ( BYTE1(pFace->uAttributes) & 2 ) { - *v9 = a5->x; - *a2 = a5->z; - if ( a6->uNumVertices ) + pFace->pFacePlane.vNormal.x = a5->x; + pFace->pFacePlane.vNormal.z = a5->z; + if ( pFace->uNumVertices ) { v15 = 188 * uModelID + 72; - a5b = a4 + 1; - do + a5b = displaced_face_intersect_plane_coords_b + 1; + for ( uint i = 0; i < pFace->uNumVertices; ++i ) { - v16 = a1a; - a3[2 * a1a] = a6->pXInterceptDisplacements[a1a] -// + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v15] + 12 * a6->pVertexIDs[a1a]); - + pOutdoor->pBModels[v15].pVertices.pVertices[a6->pVertexIDs[a1a]].x; - *(a5b - 1) = a6->pZInterceptDisplacements[v16] -// + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v15] + 12 * a6->pVertexIDs[v16] + 8); - + pOutdoor->pBModels[v15].pVertices.pVertices[a6->pVertexIDs[v16]].y; - *(__int16 *)((char *)a5b + (int)a3 - (int)a4) = a6->pXInterceptDisplacements[v16 + 1] -// + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v15] -// + 12 * a6->pVertexIDs[v16 + 1]); - + pOutdoor->pBModels[v15].pVertices.pVertices[a6->pVertexIDs[v16+1]].x; - v17 = a6->pZInterceptDisplacements[v16 + 1] -// + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v15] + 12 * a6->pVertexIDs[v16 + 1] + 8); - + pOutdoor->pBModels[v15].pVertices.pVertices[a6->pVertexIDs[v16+1]].z; + displaced_face_intersect_plane_coords_a[2 * i] = pFace->pXInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].x; + *(a5b - 1) = pFace->pZInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].y; + *(__int16 *)((char *)a5b + (int)displaced_face_intersect_plane_coords_a - (int)displaced_face_intersect_plane_coords_b) = pFace->pXInterceptDisplacements[i + 1] + + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].x; + v17 = pFace->pZInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].z; v18 = a5b; - ++a1a; a5b += 2; *v18 = v17; } - while ( a1a < a6->uNumVertices ); } } else { - *v9 = a5->y; - *a2 = a5->z; - if ( a6->uNumVertices ) + pFace->pFacePlane.vNormal.y = a5->y; + pFace->pFacePlane.vNormal.z = a5->z; + if ( pFace->uNumVertices ) { v19 = 188 * uModelID + 72; - a5c = a4 + 1; - do + a5c = displaced_face_intersect_plane_coords_b + 1; + for ( uint i = 0; i < pFace->uNumVertices; ++i ) { - v20 = a1a; - a3[2 * a1a] = a6->pYInterceptDisplacements[a1a] -// + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v19] + 12 * a6->pVertexIDs[a1a] + 4); - + pOutdoor->pBModels[v19].pVertices.pVertices[a6->pVertexIDs[a1a]].y; - *(a5c - 1) = a6->pZInterceptDisplacements[v20] -// + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v19] + 12 * a6->pVertexIDs[v20] + 8); - + pOutdoor->pBModels[v19].pVertices.pVertices[a6->pVertexIDs[a1a]].z; - *(__int16 *)((char *)a5c + (int)(char *)a3 - (char *)a4) = a6->pYInterceptDisplacements[v20 + 1] -// + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v19] -// + 12 * a6->pVertexIDs[v20 + 1] -// + 4); - + pOutdoor->pBModels[v19].pVertices.pVertices[a6->pVertexIDs[v20+1]].y; - v21 = a6->pZInterceptDisplacements[v20 + 1] -// + *(short *)(*(int *)&pOutdoor->pBModels->pModelName[v19] + 12 * a6->pVertexIDs[v20 + 1] + 8); - + pOutdoor->pBModels[v19].pVertices.pVertices[a6->pVertexIDs[v20+1]].z; + displaced_face_intersect_plane_coords_a[2 * i] = pFace->pYInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].y; + *(a5c - 1) = pFace->pZInterceptDisplacements[i] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i]].z; + *(__int16 *)((char *)a5c + (int)(char *)displaced_face_intersect_plane_coords_a - (char *)displaced_face_intersect_plane_coords_b) = pFace->pYInterceptDisplacements[i + 1] + + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].y; + v21 = pFace->pZInterceptDisplacements[i + 1] + pOutdoor->pBModels[uModelID].pVertices.pVertices[pFace->pVertexIDs[i + 1]].z; v22 = a5c; - ++a1a; a5c += 2; *v22 = v21; } - while ( a1a < a6->uNumVertices ); } } } - LOBYTE(result) = 1; - return result; + return true; } //----- (004C248E) -------------------------------------------------------- void Vis::CastPickRay(RenderVertexSoft *pRay, float fMouseX, float fMouseY, float fPickDepth) { - int v5; // ebx@1 - int v6; // edi@1 - int v7; // esi@1 - Vec3_int_ v8; // ST08_12@1 - int v9; // ST04_4@1 - int v10; // eax@1 + int pRotY; // esi@1 + Vec3_int_ pStartR; // ST08_12@1 + int pRotX; // ST04_4@1 + int pDepth; // eax@1 RenderVertexSoft v11[2]; // [sp+2Ch] [bp-74h]@1 - int v12; // [sp+8Ch] [bp-14h]@1 - int v13; // [sp+90h] [bp-10h]@1 + int outx; int outz; // [sp+94h] [bp-Ch]@1 int outy; // [sp+98h] [bp-8h]@1 - int v16; // [sp+9Ch] [bp-4h]@1 - v5 = pIndoorCamera->pos.y; - v6 = pIndoorCamera->pos.x; - v13 = pIndoorCamera->pos.x; - v12 = pIndoorCamera->pos.y; - v16 = pIndoorCamera->pos.z; - v7 = pIndoorCamera->sRotationY + UnprojectX((signed __int64)fMouseX); - v8.z = v16; - v8.x = v6; - v8.y = v5; - v9 = pIndoorCamera->sRotationX + UnprojectY((signed __int64)fMouseY); - v10 = _48B561_mess_with_scaling_along_z(/*(int)&fMouseX, */fPickDepth); - Vec3_int_::Rotate(v10, v7, v9, v8, (int *)&fMouseX, &outy, &outz); + pRotY = pIndoorCamera->sRotationY + UnprojectX((signed __int64)fMouseX); + pStartR.z = pIndoorCamera->pos.z; + pStartR.x = pIndoorCamera->pos.x; + pStartR.y = pIndoorCamera->pos.y; + pRotX = pIndoorCamera->sRotationX + UnprojectY((signed __int64)fMouseY); + pDepth = _48B561_mess_with_scaling_along_z(/*(int)&fMouseX, */fPickDepth); + Vec3_int_::Rotate(pDepth, pRotY, pRotX, pStartR, &outx, &outy, &outz); + v11[0].flt_2C = 0.0; - v11[0].vWorldPosition.x = (double)SLODWORD(fMouseX); + 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)v13; - v11[1].vWorldPosition.y = (double)v12; - v11[1].vWorldPosition.z = (double)v16; + 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], 0x30u); memcpy(&pRay[1], v11, sizeof(pRay[1])); }
--- a/Vis.h Wed May 15 09:32:39 2013 +0600 +++ b/Vis.h Tue May 21 12:42:57 2013 +0600 @@ -110,10 +110,10 @@ bool SortVectors_x(RenderVertexSoft *a2, int a3, int a4); int get_object_zbuf_val(Vis_ObjectInfo *info); int get_picked_object_zbuf_val(); - bool Intersect_Ray_Face(struct RenderVertexSoft *pRayStart, struct RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *a4, BLVFace *a5, unsigned int a6); - int _4C1D2B(BLVFace *pFace, Vec3_short_ a2, unsigned int uModelID); + bool Intersect_Ray_Face(struct RenderVertexSoft *pRayStart, struct RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *Intersection, BLVFace *pFace, unsigned int pBModelID); + bool _4C1D2B(BLVFace *pFace, Vec3_short_ a2, unsigned int uModelID); bool _4C1EE5_BLV_IntersectBModel_2(int *a1, int *a2, __int16 *a3, __int16 *a4, Vec3_short_ *a5, BLVFace *pFace); - bool _4C2186_BLV_IntersectBModel(int *a1, int *a2, __int16 *a3, __int16 *a4, Vec3_short_ *a5, BLVFace *a6, unsigned int uModelID); + bool _4C2186_BLV_IntersectBModel(BLVFace *pFace, unsigned int ModelID, __int16 *displaced_face_intersect_plane_coords_a, __int16 *displaced_face_intersect_plane_coords_b, Vec3_short_ *a5, BLVFace *face, unsigned int uModelID); void CastPickRay(RenderVertexSoft *pRay, float fMouseX, float fMouseY, float fPickDepth); void sort_object_pointers(Vis_ObjectInfo **pPointers, int left, int right); bool SortVerticesByX(struct RenderVertexD3D3 *a2, unsigned int uStart, unsigned int uEnd);
--- a/mm7_3.cpp Wed May 15 09:32:39 2013 +0600 +++ b/mm7_3.cpp Tue May 21 12:42:57 2013 +0600 @@ -10429,7 +10429,7 @@ //----- (00486089) -------------------------------------------------------- void stru148::_486089_normalize_v_18() { - stru148 *v1; // esi@1 + //stru148 *v1; // esi@1 double v2; // st7@1 double v3; // st6@1 float v4; // ST18_4@2 @@ -10445,7 +10445,7 @@ double v14; // ST0C_8@2 float v15; // [sp+20h] [bp-8h]@1 - v1 = this; + //v1 = this; v2 = (double)this->v_18.x; v15 = v2; v3 = (double)this->v_18.y; @@ -10453,24 +10453,24 @@ v7 = sqrt(v5 * v5 + v3 * v3 + v2 * v2); if ( v7 == 0.0 ) { - v1->v_18.x = 0; - v1->v_18.y = 0; - v1->v_18.z = 65536; + this->v_18.x = 0; + this->v_18.y = 0; + this->v_18.z = 65536; } else { v8 = 1.0 / v7; v9 = v8 * v15 * 65536.0; v10 = v9 + 6.7553994e15; - v1->v_18.x = LODWORD(v10); + this->v_18.x = LODWORD(v10); v4 = v3; v11 = v8 * v4 * 65536.0; v12 = v11 + 6.7553994e15; - v1->v_18.y = LODWORD(v12); + this->v_18.y = LODWORD(v12); v6 = v5; v13 = v8 * v6 * 65536.0; v14 = v13 + 6.7553994e15; - v1->v_18.z = LODWORD(v14); + this->v_18.z = LODWORD(v14); } } @@ -14638,7 +14638,7 @@ //----- (0044C362) -------------------------------------------------------- void Vec3_int_::Normalize_float() { - Vec3_int_ *v1; // esi@1 + //Vec3_int_ *v1; // esi@1 double v2; // st6@1 float v3; // ST20_4@1 double v4; // st5@1 @@ -14653,7 +14653,7 @@ float v13; // ST14_4@1 double v14; // ST0C_8@1 - v1 = this; + //v1 = this; v2 = (double)this->x * 0.000015258789; v3 = v2; v4 = (double)this->y * 0.000015258789; @@ -14663,13 +14663,13 @@ v8 = 1.0 / sqrt(v6 * v6 + v4 * v4 + v2 * v2); v9 = v8 * v3 * 65536.0; v10 = v9 + 6.7553994e15; - v1->x = LODWORD(v10); + this->x = LODWORD(v10); v11 = v8 * v5 * 65536.0; v12 = v11 + 6.7553994e15; - v1->y = LODWORD(v12); + this->y = LODWORD(v12); v13 = v8 * v7 * 65536.0; v14 = v13 + 6.7553994e15; - v1->z = LODWORD(v14); + this->z = LODWORD(v14); } //----- (00401000) --------------------------------------------------------
--- a/mm7_4.cpp Wed May 15 09:32:39 2013 +0600 +++ b/mm7_4.cpp Tue May 21 12:42:57 2013 +0600 @@ -1801,7 +1801,7 @@ { //v2 = a2 - 0.5; //v3 = v2 + 6.7553994e15; - int v4 = floorf(a2 - 0.5f + 0.5f); + int v4 = floorf((a2 - 0.5f) + 0.5f); //v7 = (a2 - (double)SLODWORD(v3)) * 65536.0; //v5 = v7 + 6.7553994e15; //return LODWORD(v5) | (v4 << 16);
--- a/mm7_5.cpp Wed May 15 09:32:39 2013 +0600 +++ b/mm7_5.cpp Tue May 21 12:42:57 2013 +0600 @@ -47,7 +47,7 @@ void __cdecl GameUI_MsgProc() { //signed int v0; // edi@6 - char *v1; // esi@6 + //char *v1; // esi@6 unsigned int v2; // edx@7 Actor *pActor; // ecx@13 int v4; // ecx@18 @@ -280,7 +280,7 @@ } if ( pMessageQueue_50CBD0->uNumMessages ) { - v1 = ""; + //v1 = ""; while ( 2 ) { if ( !pMessageQueue_50CBD0->uNumMessages ) @@ -549,48 +549,48 @@ pGUIWindow_CurrentMenu->CreateButton(22, 270, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_TurnSpeed[2])->uTextureWidth, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_TurnSpeed[2])->uTextureHeight, - 1, 0, UIMSG_SetTurnSpeed, 0x80, 0, v1, 0); + 1, 0, UIMSG_SetTurnSpeed, 0x80, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(93, 270, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_TurnSpeed[1])->uTextureWidth, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_TurnSpeed[1])->uTextureHeight, - 1, 0, UIMSG_SetTurnSpeed, 0x40u, 0, v1, 0); + 1, 0, UIMSG_SetTurnSpeed, 0x40u, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(164, 270, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_TurnSpeed[0])->uTextureWidth, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_TurnSpeed[0])->uTextureHeight, - 1, 0, UIMSG_SetTurnSpeed, 0, 0, v1, 0); + 1, 0, UIMSG_SetTurnSpeed, 0, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(20, 303, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_WalkSound)->uTextureWidth, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_WalkSound)->uTextureHeight, - 1, 0, UIMSG_ToggleWalkSound, 0, 0, v1, 0); + 1, 0, UIMSG_ToggleWalkSound, 0, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(128, 303, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_ShowDamage)->uTextureWidth, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_ShowDamage)->uTextureHeight, - 1, 0, UIMSG_ToggleShowDamage, 0, 0, v1, 0); + 1, 0, UIMSG_ToggleShowDamage, 0, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(20, 325, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_AlwaysRun)->uTextureWidth, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_AlwaysRun)->uTextureHeight, - 1, 0, UIMSG_ToggleAlwaysRun, 0, 0, v1, 0); + 1, 0, UIMSG_ToggleAlwaysRun, 0, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(128, 325, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_FlipOnExit)->uTextureWidth, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_FlipOnExit)->uTextureHeight, - 1, 0, UIMSG_ToggleFlipOnExit, 0, 0, v1, 0); - - pBtn_SliderLeft = pGUIWindow_CurrentMenu->CreateButton(243, 162, 16, 16, 1, 0, UIMSG_ChangeSoundVolume, 4, 0, v1, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_ArrowLeft), 0); - pBtn_SliderRight = pGUIWindow_CurrentMenu->CreateButton(435, 162, 16, 16, 1, 0, UIMSG_ChangeSoundVolume, 5, 0, v1, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_ArrowRight), 0); - pGUIWindow_CurrentMenu->CreateButton(263, 162, 172, 17, 1, 0, UIMSG_ChangeSoundVolume, 0, 0, v1, 0); - - pBtn_SliderLeft = pGUIWindow_CurrentMenu->CreateButton(243, 216, 16, 16, 1, 0, UIMSG_ChangeMusicVolume, 4, 0, v1, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_ArrowLeft), 0); - pBtn_SliderRight = pGUIWindow_CurrentMenu->CreateButton(435, 216, 16, 16, 1, 0, UIMSG_ChangeMusicVolume, 5, 0, v1, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_ArrowRight), 0); - pGUIWindow_CurrentMenu->CreateButton(263, 216, 172, 17, 1, 0, UIMSG_ChangeMusicVolume, 0, 0, v1, 0); - - pBtn_SliderLeft = pGUIWindow_CurrentMenu->CreateButton(243, 270, 16, 16, 1, 0, UIMSG_ChangeVoiceVolume, 4, 0, v1, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_ArrowLeft), 0); - pBtn_SliderRight = pGUIWindow_CurrentMenu->CreateButton(435, 270, 16, 16, 1, 0, UIMSG_ChangeVoiceVolume, 5, 0, v1, pIcons_LOD->GetTexture(options_menu_skin.uTextureID_ArrowRight), 0); - pGUIWindow_CurrentMenu->CreateButton(263, 270, 172, 17, 1, 0, UIMSG_ChangeVoiceVolume, 0, 0, v1, 0); + 1, 0, UIMSG_ToggleFlipOnExit, 0, 0, "", 0); + + pBtn_SliderLeft = pGUIWindow_CurrentMenu->CreateButton(243, 162, 16, 16, 1, 0, UIMSG_ChangeSoundVolume, 4, 0, "", pIcons_LOD->GetTexture(options_menu_skin.uTextureID_ArrowLeft), 0); + pBtn_SliderRight = pGUIWindow_CurrentMenu->CreateButton(435, 162, 16, 16, 1, 0, UIMSG_ChangeSoundVolume, 5, 0, "", pIcons_LOD->GetTexture(options_menu_skin.uTextureID_ArrowRight), 0); + pGUIWindow_CurrentMenu->CreateButton(263, 162, 172, 17, 1, 0, UIMSG_ChangeSoundVolume, 0, 0, "", 0); + + pBtn_SliderLeft = pGUIWindow_CurrentMenu->CreateButton(243, 216, 16, 16, 1, 0, UIMSG_ChangeMusicVolume, 4, 0, "", pIcons_LOD->GetTexture(options_menu_skin.uTextureID_ArrowLeft), 0); + pBtn_SliderRight = pGUIWindow_CurrentMenu->CreateButton(435, 216, 16, 16, 1, 0, UIMSG_ChangeMusicVolume, 5, 0, "", pIcons_LOD->GetTexture(options_menu_skin.uTextureID_ArrowRight), 0); + pGUIWindow_CurrentMenu->CreateButton(263, 216, 172, 17, 1, 0, UIMSG_ChangeMusicVolume, 0, 0, "", 0); + + pBtn_SliderLeft = pGUIWindow_CurrentMenu->CreateButton(243, 270, 16, 16, 1, 0, UIMSG_ChangeVoiceVolume, 4, 0, "", pIcons_LOD->GetTexture(options_menu_skin.uTextureID_ArrowLeft), 0); + pBtn_SliderRight = pGUIWindow_CurrentMenu->CreateButton(435, 270, 16, 16, 1, 0, UIMSG_ChangeVoiceVolume, 5, 0, "", pIcons_LOD->GetTexture(options_menu_skin.uTextureID_ArrowRight), 0); + pGUIWindow_CurrentMenu->CreateButton(263, 270, 172, 17, 1, 0, UIMSG_ChangeVoiceVolume, 0, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(241, 302, 214, 40, 1, 0, UIMSG_Escape, 0, 0, pGlobalTXT_LocalizationStrings[619], 0); // "Return to Game" - pGUIWindow_CurrentMenu->CreateButton( 19, 140, 214, 40, 1, 0, UIMSG_OpenKeyMappingOptions, 0, 0x4Bu, v1, 0); - pGUIWindow_CurrentMenu->CreateButton( 19, 194, 214, 40, 1, 0, UIMSG_OpenVideoOptions, 0, 86, v1, 0); + pGUIWindow_CurrentMenu->CreateButton( 19, 140, 214, 40, 1, 0, UIMSG_OpenKeyMappingOptions, 0, 0x4Bu, "", 0); + pGUIWindow_CurrentMenu->CreateButton( 19, 194, 214, 40, 1, 0, UIMSG_OpenVideoOptions, 0, 86, "", 0); continue; case UIMSG_OpenKeyMappingOptions://Open @@ -629,7 +629,7 @@ memset(KeyButtonFlagChangesArray, 0, sizeof(KeyButtonFlagChangesArray)); //*(_WORD *)KeyButtonArray[28] = 0; memcpy(pPrevVirtualCidesMapping, pKeyActionMap->pVirtualKeyCodesMapping, 0x78u); - v1 = ""; + //v1 = ""; //v0 = 1; continue; case UIMSG_ChangeKeyButton: @@ -706,21 +706,21 @@ uTextureID_507C54 = pIcons_LOD->LoadTexture("opvdG-cl", TEXTURE_16BIT_PALETTE); uTextureID_507C58 = pIcons_LOD->LoadTexture("opvdG-tn", TEXTURE_16BIT_PALETTE); pGUIWindow_CurrentMenu = GUIWindow::Create(0, 0, 640, 480, WINDOW_VideoOptions, 0, 0); - pGUIWindow_CurrentMenu->CreateButton(0xF1u, 0x12Eu, 0xD6u, 0x28u, 1, 0, UIMSG_Escape, 0, 0, v1, 0); + pGUIWindow_CurrentMenu->CreateButton(0xF1u, 0x12Eu, 0xD6u, 0x28u, 1, 0, UIMSG_Escape, 0, 0, "", 0); if ( pRenderer->pRenderD3D ) { - pGUIWindow_CurrentMenu->CreateButton(0x13u, 0x118u, 0xD6u, 0x12u, 1, 0, UIMSG_ToggleBloodsplats, 0, 0, v1, 0); - pGUIWindow_CurrentMenu->CreateButton(0x13u, 0x12Eu, 0xD6u, 0x12u, 1, 0, UIMSG_ToggleColoredLights, 0, 0, v1, 0); - pGUIWindow_CurrentMenu->CreateButton(0x13u, 0x144u, 0xD6u, 0x12u, 1, 0, UIMSG_ToggleTint, 0, 0, v1, 0); + pGUIWindow_CurrentMenu->CreateButton(0x13u, 0x118u, 0xD6u, 0x12u, 1, 0, UIMSG_ToggleBloodsplats, 0, 0, "", 0); + pGUIWindow_CurrentMenu->CreateButton(0x13u, 0x12Eu, 0xD6u, 0x12u, 1, 0, UIMSG_ToggleColoredLights, 0, 0, "", 0); + pGUIWindow_CurrentMenu->CreateButton(0x13u, 0x144u, 0xD6u, 0x12u, 1, 0, UIMSG_ToggleTint, 0, 0, "", 0); } if ( !pRenderer->bWindowMode ) { //v0 = 1; if ( GammaController::IsGammaSupported() ) { - pBtn_SliderLeft = pGUIWindow_CurrentMenu->CreateButton(0x15u, 0xA1u, 0x10u, 0x10u, 1, 0, UIMSG_1A9, 4u, 0, v1, pIcons_LOD->GetTexture(uTextureID_507C20), 0); - pBtn_SliderRight = pGUIWindow_CurrentMenu->CreateButton(0xD5u, 0xA1u, 0x10u, 0x10u, 1, 0, UIMSG_1A9, 5u, 0, v1, pIcons_LOD->GetTexture(uTextureID_507C24), 0); - pGUIWindow_CurrentMenu->CreateButton(42, 162, 170, 18, 1, 0, UIMSG_1A9, 0, 0, v1, 0); + pBtn_SliderLeft = pGUIWindow_CurrentMenu->CreateButton(0x15u, 0xA1u, 0x10u, 0x10u, 1, 0, UIMSG_1A9, 4u, 0, "", pIcons_LOD->GetTexture(uTextureID_507C20), 0); + pBtn_SliderRight = pGUIWindow_CurrentMenu->CreateButton(0xD5u, 0xA1u, 0x10u, 0x10u, 1, 0, UIMSG_1A9, 5u, 0, "", pIcons_LOD->GetTexture(uTextureID_507C24), 0); + pGUIWindow_CurrentMenu->CreateButton(42, 162, 170, 18, 1, 0, UIMSG_1A9, 0, 0, "", 0); } } continue; @@ -2294,10 +2294,7 @@ pNPCData4 = (NPCData *)((signed int)pGames_LOD->uNumSubDirs / 2); v70 = atoi(v216.pProperties[0]); if ( v70 <= 0 || v70 >= 77 ) - { - v1 = ""; continue; - } v71 = v70; strcpy(Str2, pMapStats->pInfos[v70].pFilename); pNPCData3 = 0; @@ -2318,7 +2315,6 @@ dword_6BE364_game_settings_1 |= 1u; uGameState = GAME_STATE_2; OnMapLeave(); - v1 = ""; continue; } } @@ -2328,10 +2324,7 @@ else { if ( v216.uPropCount != 3 ) - { - v1 = ""; continue; - } v74 = atoi(v216.pProperties[0]); thisi = atoi(v216.pProperties[1]); v75 = atoi(v216.pProperties[2]); @@ -2345,7 +2338,6 @@ pParty->vPosition.y = v77; pParty->vPosition.z = v76; pParty->uFallStartY = v76; - v1 = ""; continue; } } @@ -2364,7 +2356,6 @@ pParty->vPosition.y = v77; pParty->vPosition.z = v76; pParty->uFallStartY = v76; - v1 = ""; continue; } } @@ -2375,7 +2366,6 @@ v73 = "Can't jump to that location!"; } ShowStatusBarString(v73, 6u); - v1 = ""; continue; case UIMSG_CastQuickSpell: if ( bUnderwater == 1 ) @@ -2385,10 +2375,7 @@ continue; } if ( !uActiveCharacter || (pPlayer2 = pPlayers[uActiveCharacter], pPlayer2->uTimeToRecovery) ) - { - v1 = ""; continue; - } _42777D_CastSpell_UseWand_ShootArrow(pPlayer2->uQuickSpell, uActiveCharacter - 1, 0, 0, uActiveCharacter); continue; case UIMSG_CastSpell_Monster_Improvement: @@ -2407,10 +2394,7 @@ v44 = (unsigned __int16)v81; v84 = v83 >> 16; if ( PID_TYPE(v44) != 3 || v84 >= 5120 ) - { - v1 = ""; continue; - } pSpellInfo = (CastSpellInfo *)pGUIWindow_Settings->ptr_1C; if ( uMessage == UIMSG_CastSpell_Shoot_Monster ) { @@ -2436,10 +2420,7 @@ case UIMSG_1C: __debugbreak(); if ( !uActiveCharacter || pCurrentScreen ) - { - v1 = ""; continue; - } ptr_507BC8 = GUIWindow::Create(0, 0, 640, 480, WINDOW_68, uMessageParam, 0); pCurrentScreen = SCREEN_19; pEventTimer->Pause(); @@ -2447,10 +2428,7 @@ case UIMSG_1B: __debugbreak(); if ( !uActiveCharacter ) - { - v1 = ""; continue; - } if ( pParty->bTurnBasedModeOn != 1 ) { if ( pActors[uMessageParam].uAIState == 5 ) @@ -2460,10 +2438,7 @@ continue; } if ( pTurnEngine->field_4 == 1 || pTurnEngine->field_4 == 3 ) - { - v1 = ""; continue; - } if ( !(pTurnEngine->field_18 & 2) ) { if ( pActors[uMessageParam].uAIState == 5 ) @@ -2475,20 +2450,14 @@ case UIMSG_Attack: if ( !uActiveCharacter ) - { - v1 = ""; continue; - } if ( pParty->bTurnBasedModeOn != 1 ) { _42ECB5_PlayerAttacksActor(); continue; } if ( pTurnEngine->field_4 == 1 || pTurnEngine->field_4 == 3 ) - { - v1 = ""; continue; - } if ( !(pTurnEngine->field_18 & 2) ) _42ECB5_PlayerAttacksActor(); continue; @@ -2551,10 +2520,7 @@ v88 = pGlobalTXT_LocalizationStrings[479];// "You can't rest here!" ShowStatusBarString(v88, 2); if ( !uActiveCharacter ) - { - v1 = ""; continue; - } pPlayers[uActiveCharacter]->PlaySound((PlayerSpeech)13, 0); continue; } @@ -2578,10 +2544,7 @@ v88 = pGlobalTXT_LocalizationStrings[479];// "You can't rest here!" ShowStatusBarString(v88, 2u); if ( !uActiveCharacter ) - { - v1 = ""; continue; - } pPlayers[uActiveCharacter]->PlaySound((PlayerSpeech)13, 0); continue; case UIMSG_Rest8Hour: @@ -2942,7 +2905,7 @@ pCharacterScreen_DetalizBtn = pGUIWindow_CurrentMenu->CreateButton(v121, v123, v125, v128, 1, 0, UIMSG_ChangeDetaliz, 0, 0, pGlobalTXT_LocalizationStrings[64],// "Detail Toggle" 0); - pCharacterScreen_DollBtn = pGUIWindow_CurrentMenu->CreateButton(0x1DCu, 0, 0xA4u, 0x159u, 1, 0, UIMSG_ClickPaperdoll, 0, 0, v1, 0); + pCharacterScreen_DollBtn = pGUIWindow_CurrentMenu->CreateButton(0x1DCu, 0, 0xA4u, 0x159u, 1, 0, UIMSG_ClickPaperdoll, 0, 0, "", 0); viewparams->bRedrawGameUI = 1; continue; case UIMSG_ClickPaperdoll: @@ -3664,15 +3627,9 @@ //----- (004369DB) -------------------------------------------------------- void Vec3_float_::Normalize() { - Vec3_float_ *v1; // esi@1 - double v2; // st7@1 - - auto a1 = this; - v1 = a1; - v2 = 1.0 / sqrt(a1->x * a1->x + a1->y * a1->y + a1->z * a1->z); - v1->x = v2 * v1->x; - v1->y = v2 * v1->y; - v1->z = v2 * v1->z; + this->x = (1.0 / sqrt(this->x * this->x + this->y * this->y + this->z * this->z)) * this->x; + this->y = (1.0 / sqrt(this->x * this->x + this->y * this->y + this->z * this->z)) * this->y; + this->z = (1.0 / sqrt(this->x * this->x + this->y * this->y + this->z * this->z)) * this->z; } //----- (004385B5) -------------------------------------------------------- @@ -5396,41 +5353,32 @@ int v8; // ST14_4@1 int v9; // edi@1 int anglea; // [sp+20h] [bp+8h]@1 + v7 = sRotX; v8 = sDepth; v9 = sRotY; anglea = (unsigned __int64)(stru_5C6E00->SinCos(sRotX) * (signed __int64)sDepth) >> 16; - *outx = v.x + ((unsigned __int64)(stru_5C6E00->SinCos(v9) * (signed __int64)anglea) >> 16); - *outy = v.y - + ((unsigned __int64)(stru_5C6E00->SinCos(v9 - stru_5C6E00->uIntegerHalfPi) - * (signed __int64)anglea) >> 16); - *outz = v.z - + ((unsigned __int64)(stru_5C6E00->SinCos(v7 - stru_5C6E00->uIntegerHalfPi) * (signed __int64)v8) >> 16);*/ + *outx = v.x + ((unsigned __int64)(stru_5C6E00->SinCos(sRotY) * (signed __int64)anglea) >> 16); + *outy = v.y + ((unsigned __int64)(stru_5C6E00->SinCos(sRotY - stru_5C6E00->uIntegerHalfPi) * (signed __int64)anglea) >> 16); + *outz = v.z + ((unsigned __int64)(stru_5C6E00->SinCos(sRotX - stru_5C6E00->uIntegerHalfPi) * (signed __int64)sDepth) >> 16);*/ float cosf_x = cosf(3.14159265f * sRotX / 1024.0f), + sinf_x = sinf(3.14159265f * sRotX / 1024.0f), cosf_y = cosf(3.14159265f * sRotY / 1024.0f), - sinf_x = sinf(3.14159265f * sRotX / 1024.0f), sinf_y = sinf(3.14159265f * sRotY / 1024.0f); - - *outx = v.x + ((unsigned __int64)((double)sDepth * cosf_y * cosf_x) >> 16); - *outy = v.y + ((unsigned __int64)((double)sDepth * sinf_y * cosf_x) >> 16); - *outz = v.z + ((unsigned __int64)((double)sDepth * sinf_x) >> 16); + sDepth = 14000000; + *outx = v.x + ((unsigned __int64)(sinf_y * (signed __int64)((unsigned __int64)(cosf_x * (signed __int64)sDepth)>> 16))); + *outy = v.y + ((unsigned __int64)(cosf_y * (signed __int64)((unsigned __int64)(cosf_x * (signed __int64)sDepth)>> 16))); + *outz = v.z + ((unsigned __int64)(sinf_x * (signed __int64)sDepth) >> 16); } //----- (0043AB61) -------------------------------------------------------- void Vec3_int_::Normalize(int *x, int *y, int *z) { - int *v3; // edi@1 - int *v4; // esi@1 - signed int v5; // eax@1 - - v3 = x; - v4 = y; - v5 = integer_sqrt(*y * *y + *z * *z + *x * *x); - *v3 *= 65536 / (v5 | 1); - *v4 *= 65536 / (v5 | 1); - *z *= 65536 / (v5 | 1); + *x *= 65536 / (integer_sqrt(*y * *y + *z * *z + *x * *x) | 1); + *y *= 65536 / (integer_sqrt(*y * *y + *z * *z + *x * *x) | 1); + *z *= 65536 / (integer_sqrt(*y * *y + *z * *z + *x * *x) | 1); } //----- (0043AE12) --------------------------------------------------------