#include "Contents/Actors/GroundScope.h" #include "Contents/Actors/ActorEnums.h" #include "Contents/Skills/SkillId.h" #include "Client/Mode/CGameMode.h" #include "Client/Mode/ModeMgr.h" #include "Contents/Configuration/ServiceOptions.h" #include "Contents/Ground/GroundGeometry.h" #include "Contents/Skills/SkillInfo.h" #include "Contents/World/World.h" #include "Render/Primitives/RenderQueues.h" #include "Render/Renderer.h" #include "Render/Primitives/TextureQuad.h" #include "Render/Textures/TextureCache.h" #include "Utility/Math/AffineMatrix.h" #include #include #include #include // GLOBAL: gl_24678 int g_updateTick; // OFFSET: 0x00E4A450 // FUNCTION: fn_24253 CGroundScope::CGroundScope() { this->m_lastingTime = 0; this->m_size = 1; this->m_angle = 0.0f; this->m_skillId = -1; } // OFFSET: 0x00E4C2F0 // FUNCTION: fn_24284 bool CGroundScope::OnProcess() { if (this->m_lastingTime < timeGetTime()) { return false; } return true; } // OFFSET: 0x00E4AE10 // FUNCTION: fn_24267 int CGroundScope::SkillScopeType(int skillId) { switch (skillId) { case MG_NAPALMBEAT: case AL_PNEUMA: case AC_SHOWER: case PR_BENEDICTIO: case WZ_FIREPILLAR: case WZ_WATERBALL: case WZ_FROSTNOVA: case BS_HAMMERFALL: case HT_BLITZBEAT: case HT_DETECTING: case AS_GRIMTOOTH: case AS_VENOMDUST: case SN_FALCONASSAULT: case HW_GANBANTEIN: case NC_ARMSCANNON: return 3; case MG_FIREBALL: case MG_THUNDERSTORM: case PR_SANCTUARY: case WZ_HEAVENDRIVE: case WZ_QUAGMIRE: case HW_GRAVITATION: case NPC_GROUNDDRIVE: case RK_WINDCUTTER: case GC_POISONSMOKE: case AB_EPICLESIS: return 5; case PR_MAGNUS: case CR_SLIMPITCHER: case NPC_MAGMA_ERUPTION: case NPC_CLOUD_KILL: case RA_DETONATOR: case SO_CLOUD_KILL: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR: case NC_MAGMA_ERUPTION: case LG_KINGS_GRACE: case SU_CN_METEOR: case SU_CN_METEOR2: case AG_TORNADO_STORM: case AG_FLORAL_FLARE_ROAD: case AG_ASTRAL_STRIKE: case CD_PNEUMATICUS_PROCELLA: return 7; case WZ_METEOR: case WZ_STORMGUST: case NPC_STORMGUST2: case NPC_DRAGONBREATH: case NPC_RAINOFMETEOR: case RK_DRAGONBREATH: case NC_COLDSLOWER: case SO_EARTHGRAVE: case RK_DRAGONBREATH_WATER: case AG_VIOLENT_QUAKE: case AG_ALL_BLOOM: case ABC_ABYSS_STRIKE: case EM_DIAMOND_STORM: case EM_LIGHTNING_LAND: case EM_VENOM_SWAMP: case EM_CONFLAGRATION: case EM_TERRA_DRIVE: return 9; case WZ_VERMILION: case AG_MYSTERY_ILLUSION: return 11; case NPC_COMET: case WL_COMET: return 18; case CD_COMPETENTIA: return 19; case NPC_PSYCHIC_WAVE: case SO_DIAMONDDUST: case SO_PSYCHIC_WAVE: return -2; default: return CSkillActionMgr::GetInstance()->GetSkillScopeType(skillId); } } // OFFSET: 0x00E50000 // FUNCTION: fn_24292 void CGroundScope::Render(int argument) { const int cellX = this->m_cellX; const int cellY = this->m_cellY; g_modeMgr.GetGameMode(); CGameMode* mode = static_cast(g_modeMgr.GetGameMode()); GroundGeometry* ground = mode->scene->ground; const float center = static_cast(this->m_size) * 0.5f; const int half = this->m_size / 2; const int left = cellX - half; const int top = cellY - half; const float sine = ClientSin(this->m_angle); const float cosine = ClientCos(this->m_angle); const std::uint32_t color = (static_cast(sine * 40.0f) << 24) + 0x80FFFFFF; for (int row = 0; row < this->m_size; ++row) { for (int column = 0; column < this->m_size; ++column) { const float row0 = static_cast(row) - center; const float row1 = static_cast(row + 1) - center; const float column0 = static_cast(column) - center; const float column1 = static_cast(column + 1) - center; const float size = static_cast(this->m_size); float uv[8]; uv[0] = (row0 * sine + column0 * cosine + center) / size; uv[1] = (row0 * cosine - column0 * sine + center) / size; uv[2] = (row0 * sine + column1 * cosine + center) / size; uv[3] = (row0 * cosine - column1 * sine + center) / size; uv[4] = (row1 * sine + column0 * cosine + center) / size; uv[5] = (row1 * cosine - column0 * sine + center) / size; uv[6] = (row1 * sine + column1 * cosine + center) / size; uv[7] = (row1 * cosine - column1 * sine + center) / size; const char* name; std::uint32_t tint = color; switch (this->m_skillId) { case 0x7F0: name = g_serviceOptions.Get(0xE5) ? "effect\\mineffect\\new_poisonsmoke\\new_poisonsmoke_cast\\poi_magic_circle_1.tga" : "effect\\new_poisonsmoke\\new_poisonsmoke_cast\\poi_magic_circle_1.tga"; break; case 0x8A5: name = "effect\\new_comet\\new_comet_cast_magicrune\\new_comet_cast_magicrune.tga"; break; case 0x149E: name = "effect\\competentia\\competentia_cast_bottom\\com_rune_01.tga"; tint = static_cast(static_cast(static_cast(color >> 24) * 0.6f)) << 24 | 0xFFFFFF; break; default: name = "effect\\magic_target.tga"; break; } CTexture* texture = g_texMgr.Load(name, 0, false, true, false); ground->DrawGridDecal(reinterpret_cast(argument), left + column, top + row, tint, *texture, uv); } } if (g_updateTick != 0) { this->m_angle += this->m_angleSpeed; } } // OFFSET: 0x00E50DB0 // FUNCTION: fn_24299 void CGroundScope::SendMsg(CGameObject* sender, std::int64_t message, std::int64_t b, std::int64_t c, std::int64_t d, std::int64_t e, std::int64_t f, std::int64_t g) { switch (message) { case AM_SETPOS: this->m_cellX = static_cast(b); this->m_cellY = static_cast(c); return; case AM_SETMASTERGID: this->m_masterGid = static_cast(b); return; case AM_SETTIME: this->m_lastingTime = static_cast(b); return; case AM_SET_SKILL: this->m_size = this->SkillScopeType(static_cast(b)) + 2; this->m_angleSpeed = this->m_size != 0 ? 0.5f / static_cast(this->m_size) : 0.0f; this->m_skillId = static_cast(b); return; } this->EffectActor::SendMsg(sender, message, b, c, d, e, 0, 0); }