#include "Contents/Effects/ArrowEffect.h" #include "Contents/Jobs/JobId.h" #include "Client/Mode/ModeMgr.h" #include "Resource/ResourceMgr.h" #include "Resource/Sprites/ActionResource.h" #include "Utility/Math/AffineMatrix.h" #include #include // OFFSET: 0x00E4A1A0 // FUNCTION: fn_24250 CArrowEffect::CArrowEffect() { this->startPos.x = 0.0f; this->startPos.y = 0.0f; this->startPos.z = 0.0f; this->velocity.x = 0.0f; this->velocity.y = 0.0f; this->velocity.z = 0.0f; this->targetPos.x = 0.0f; this->targetPos.y = 0.0f; this->targetPos.z = 0.0f; this->Reset(); } // OFFSET: 0x00E4BA20 // FUNCTION: fn_24277 void CArrowEffect::Reset() { this->render.animation = 0; this->startPos = this->render.position; this->startFrame = 0.0f; this->velocity.x = 0.0f; this->velocity.y = 0.0f; this->velocity.z = 0.0f; this->render.curMotion = 0; this->frameCount = 0; } // OFFSET: 0x00E4BE60 // FUNCTION: fn_24280 __declspec(safebuffers) bool CArrowEffect::OnProcess() { float frame = static_cast(static_cast(timeGetTime() - this->render.motionStartTime) / 24.0); if (this->startFrame > frame) { return true; } if (this->render.visible == 0) { this->render.visible = 1; vector3d target; target.x = 0.0f; target.y = 0.0f; target.z = 0.0f; if (this->targetAid == 0 || !this->GetTargetPos(this->targetAid, target)) { target.z = this->targetPos.z; target.x = this->targetPos.x; target.y = this->targetPos.y; } target.y -= 10.0f; this->velocity.z = target.z - this->render.position.z; this->velocity.y = target.y - this->render.position.y; this->velocity.x = (target.x - this->render.position.x) * 0.125f; this->velocity.y *= 0.125f; this->velocity.z *= 0.125f; float distance = this->CalcDist(target.x, target.y, target.z); if (distance < 40.0f) { this->speedScale = 40.0f / distance; this->velocity.x = this->speedScale * this->velocity.x; this->velocity.y = this->speedScale * this->velocity.y; this->velocity.z = this->speedScale * this->velocity.z; } this->Face(target.x, target.z); float dy = target.y - this->render.position.y; float dx = target.x - this->render.position.x; float dz = target.z - this->render.position.z; float inverse = 1.0f / SquareRoot(dy * dy + dx * dx + dz * dz); this->render.position.x += inverse * dx * 2.5f; this->render.position.y += inverse * dy * 2.5f; this->render.position.z += inverse * dz * 2.5f; } frame -= this->startFrame; ++this->frameCount; this->render.previousAnimation = this->render.animation; if (this->frameCount > 8) { ++this->render.curMotion; if (this->render.curMotion >= static_cast(this->GetActRes()->FrameCount(this->render.previousAnimation))) { this->render.curMotion = static_cast(this->GetActRes()->FrameCount(this->render.previousAnimation)) - 1; } } this->render.spriteAngle = this->GetDir(this->render.angle); g_modeMgr.GetGameMode(); this->render.position.x = frame * this->velocity.x + this->startPos.x; this->render.position.y = frame * this->velocity.y + this->startPos.y; this->render.position.z = frame * this->velocity.z + this->startPos.z; if (frame > 8.0f / this->speedScale) { return false; } return true; } // OFFSET: 0x00E50500 // FUNCTION: fn_24295 void CArrowEffect::SendMsg(CGameObject* sender, int message, int a, int b, int c, int d, int e, int f, int g, int h, int i, int, int, int, int) { if (message == 14 && a == 0) { const char* sprite; const char* action; switch (static_cast(static_cast(static_cast(i)) << 32 | static_cast(h))) { case JT_PARASITE: case JT_G_PARASITE: action = "몬스터\\PARASITE_BULLET.act"; sprite = "몬스터\\PARASITE_BULLET.spr"; break; case JT_LIVE_PEACH_TREE: case JT_G_LIVE_PEACH_TREE: action = "몬스터\\PEACH_TREE_BULLET.act"; sprite = "몬스터\\PEACH_TREE_BULLET.spr"; break; case JT_EVIL_CLOUD_HERMIT: case JT_G_EVIL_CLOUD_HERMIT: action = "몬스터\\GINSENG_BULLET.act"; sprite = "몬스터\\GINSENG_BULLET.spr"; break; case JT_STONE_SHOOTER: case JT_ILL_STONE_SHOOTER: action = "몬스터\\STONE_SHOOTER_BULLET.act"; sprite = "몬스터\\STONE_SHOOTER_BULLET.spr"; break; case JT_WOOTAN_SHOOTER: case JT_ILL_WOOTAN_SHOOTER: case JT_G_ILL_WOOTAN_SHOOTER: action = "몬스터\\WOOTAN_SHOOTER_BULLET.act"; sprite = "몬스터\\WOOTAN_SHOOTER_BULLET.spr"; break; case JT_POTON_CANON: action = "몬스터\\CANON_BULLET.act"; sprite = "몬스터\\CANON_BULLET.spr"; break; case JT_POTON_CANON_1: action = "몬스터\\CANON_BULLET_1.act"; sprite = "몬스터\\CANON_BULLET_1.spr"; break; case JT_POTON_CANON_2: action = "몬스터\\CANON_BULLET_2.act"; sprite = "몬스터\\CANON_BULLET_2.spr"; break; case JT_POTON_CANON_3: action = "몬스터\\CANON_BULLET_3.act"; sprite = "몬스터\\CANON_BULLET_3.spr"; break; case JT_LADY_TANEE: action = "몬스터\\LADY_TANEE_BULLET.act"; sprite = "몬스터\\LADY_TANEE_BULLET.spr"; break; case JT_RAGGED_ZOMBIE: action = "몬스터\\RAGGED_ZOMBIE_BULLET.act"; sprite = "몬스터\\RAGGED_ZOMBIE_BULLET.spr"; break; case JT_PHYLLA: action = "몬스터\\LADY_TANEE_BULLET.act"; sprite = "몬스터\\LADY_TANEE_BULLET.spr"; break; case JT_PETAL: action = "몬스터\\PETAL_BULLET.act"; sprite = "몬스터\\PETAL_BULLET.spr"; break; case JT_MG_CORRUPTION_ROOT: action = "몬스터\\MG_CORRUPTION_ROOT_BULLET.act"; sprite = "몬스터\\MG_CORRUPTION_ROOT_BULLET.spr"; break; case JT_E_MD_NYAILO: action = "몬스터\\e_nyailo_ammo.act"; sprite = "몬스터\\e_nyailo_ammo.spr"; break; case JT_TRIBE_DORAM: case JT_DO_SUMMONER: case JT_DO_CART_SUMMONER: case JT_DO_SUMMONER_B: case JT_DO_CART_SUMMONER_B: case JT_SPIRIT_HANDLER: case JT_SPIRIT_HANDLER_RIDING: action = "몬스터\\su_soulattack.act"; sprite = "몬스터\\su_soulattack.spr"; break; case JT_MD_C_CORRUPTION_ROOT: action = "몬스터\\mg_corruption_root_bullet.act"; sprite = "몬스터\\mg_corruption_root_bullet.spr"; break; case JT_SUMMON_HELLTREE: action = "몬스터\\SUMMON_HELLTREE_FRUIT.act"; sprite = "몬스터\\SUMMON_HELLTREE_FRUIT.spr"; break; case JT_EP19_LIMACINA: case JT_G_EP19_LIMACINA: action = "몬스터\\EP19_LIMACINA_BULLET.act"; sprite = "몬스터\\EP19_LIMACINA_BULLET.spr"; break; case JT_EP20_MELIBE_ICESLUG: action = "몬스터\\phylla_bullet.act"; sprite = "몬스터\\phylla_bullet.spr"; break; case JT_EP20_RGAN_WARLOCK: case JT_G_EP20_RGAN_WARLOCK: action = "몬스터\\canon_bullet_3.act"; sprite = "몬스터\\canon_bullet_3.spr"; break; case JT_MD_PRI_RIGEL_AC: case JT_MD_PRI_RIGEL_ACS: action = "몬스터\\RIGEL_BULLET.act"; sprite = "몬스터\\RIGEL_BULLET.spr"; break; case JT_RAYDRIC_ARCHER_H: case JT_MD_C_RAYDRIC_ARCHER: case JT_MD_C_RAY_ARCHER_G: action = "몬스터\\skel_archer_arrow.act"; sprite = "몬스터\\skel_archer_arrow.spr"; break; default: action = "몬스터\\skel_archer_arrow.act"; sprite = "몬스터\\skel_archer_arrow.spr"; break; } this->SetSpriteName(sprite); this->SetActionName(action); this->speedScale = 1.0f; this->render.position = *reinterpret_cast(b); this->render.position.y -= 10.0f; this->startPos = this->render.position; this->targetAid = d; this->render.visible = 0; this->GetTargetPos(d, this->targetPos); this->render.motionStartTime = timeGetTime(); } else if (message == 64 && a == 0) { this->SetSpriteName("몬스터\\skel_archer_arrow.spr"); this->SetActionName("몬스터\\skel_archer_arrow.act"); this->speedScale = 1.0f; this->render.position = *reinterpret_cast(b); this->render.position.y -= 10.0f; this->startPos = this->render.position; this->targetPos = *reinterpret_cast(d); this->targetPos.y -= 10.0f; this->render.visible = 0; this->targetAid = 0; this->render.motionStartTime = timeGetTime(); } else { this->CRenderObject::SendMsg(sender, message, a, b, c, d, e, f, g, h, i, 0, 0, 0, 0); return; } if ((f | g) != 0) { this->startFrame = *reinterpret_cast(f); } }