#include "Contents/Actors/GameObject.h" #include "Contents/Actors/GameActor.h" #include "Client/Mode/ModeMgr.h" #include "Client/Mode/CGameMode.h" #include "Contents/Camera/Camera.h" #include "Client/Replay.h" #include "Client/Session.h" #include "Contents/Jobs/JobInheritance.h" #include "Contents/World/World.h" #include "Contents/Actors/RenderObject.h" #include "Contents/Configuration/ServiceConfiguration.h" #include "Render/DeviceContext/DCSurface.h" #include "Render/Projection/RendererViewport.h" #include "Render/Renderer.h" #include "Render/SpriteGeometry.h" #include "Render/SpriteQuad.h" #include "Render/TextureQuad.h" #include "Render/Textures/SpriteAtlas.h" #include "Render/Textures/Texture.h" #include "Resource/PaletteResource.h" #include "Resource/ResourceMgr.h" #include "Resource/Sprites/ActionResource.h" #include "Resource/Sprites/SpriteResource.h" #include "Resource/World/TerrainResource.h" #include "Render/Textures/SpritePixels.h" #include "Utility/Math/AffineMatrix.h" #include "Utility/Math/ScalarConversion.h" #include namespace { // STATIC: 0x0135EF80 // GLOBAL: gl_21923 std::uint64_t nextIdentity = 0; } // GLOBAL: gl_24538 float g_cotangent = 0.16f; // OFFSET: 0x00CA8600 // FUNCTION: fn_20989 CGameObject::CGameObject() : identity(++nextIdentity) { } // OFFSET: 0x00CA8EC0 // OFFSET: 0x00CA9230 // FUNCTION: fn_20995 CGameObject::~CGameObject() = default; // OFFSET: 0x00CAFD20 // FUNCTION: fn_21087 bool CGameObject::OnProcess() { return true; } // OFFSET: 0x00CBF850 // FUNCTION: fn_21113 void CGameObject::SendMsg(CGameObject*, int, int, int, int, int, int, int, int, int, int, int, int, int, int) { } // OFFSET: 0x00CB20A0 // FUNCTION: fn_21101 void CGameObject::Render(int) { } // OFFSET: 0x00CABF10 // FUNCTION: fn_21041 int CGameObject::GetDir(float rot) { CGameMode* gameMode = static_cast(g_modeMgr.GetGameMode()); int longitude = 0; if (gameMode) { longitude = static_cast(-gameMode->camera->camera.yaw - rot); while (longitude < 0) { longitude += 360; } while (longitude >= 360) { longitude -= 360; } } return longitude; } // OFFSET: 0x00CAB740 // FUNCTION: fn_21029 int CGameObject::Get8Dir2(float rot, int flag) { CGameMode* gameMode = static_cast(g_modeMgr.GetGameMode()); if (!gameMode) { return 0; } float relative = -gameMode->camera->camera.yaw - rot; while (relative < 0.0f) { relative += 360.0f; } while (relative >= 360.0f) { relative -= 360.0f; } if (flag != 0) { if (relative < 22.5f || relative > 337.5f) { return 0; } return static_cast((static_cast(relative) + 22.5) / 45.0); } return static_cast(relative / 45.0f); } // OFFSET: 0x00CAB7F0 // FUNCTION: fn_21030 int CGameActor::Get8Dir(float angle) { CGameMode* gameMode = static_cast(g_modeMgr.GetGameMode()); if (!gameMode) { return 0; } float relative = -gameMode->camera->camera.yaw - angle; while (relative < 0.0f) { relative += 360.0f; } while (relative >= 360.0f) { relative -= 360.0f; } if ((IsPlayerJob(this->GetEffectiveJob(-1)) && (this->render.animation == 0 || this->render.animation == 8 || this->render.animation == 16)) || (this->GetEffectiveJob(-1) > 45 && this->GetEffectiveJob(-1) < 1000 && this->render.animation == 0) || (g_session.IsSkillIdInRange6018(this->GetEffectiveJob(-1)) && (this->render.animation == 0 || this->render.animation == 8 || this->render.animation == 16))) { if (relative < 22.5f || relative > 337.5f) { return 0; } return static_cast((static_cast(relative) + 22.5) / 45.0); } return static_cast(relative / 45.0f); } // OFFSET: 0x00CAB920 // FUNCTION: fn_21031 int CGameObject::Get8Dir(float angle) { CGameMode* gameMode = static_cast(g_modeMgr.GetGameMode()); if (!gameMode) { return 0; } float relative = -gameMode->camera->camera.yaw - angle; while (relative < 0.0f) { relative += 360.0f; } while (relative >= 360.0f) { relative -= 360.0f; } return static_cast(relative / 45.0f); } // OFFSET: 0x00CB20B0 // FUNCTION: fn_21102 void CRenderObject::Render(int argument) { if (this->render.visible != 0) { this->DrawShadow(argument, this->render.scale); this->DrawSprite(argument, false, 0.0f); } } // OFFSET: 0x00CB20F0 // OFFSET: 0x00CB2830 // FUNCTION: fn_21104 void CGameActor::RenderMercenary(const float* matrix, int job) { const float* origin = &this->render.position.x; float position[3]; position[0] = origin[0] * matrix[0] + origin[1] * matrix[3] + origin[2] * matrix[6] + matrix[9]; position[1] = origin[0] * matrix[1] + origin[1] * matrix[4] + origin[2] * matrix[7] + matrix[10]; position[2] = origin[0] * matrix[2] + origin[1] * matrix[5] + origin[2] * matrix[8] + matrix[11]; float x; float y; float reciprocalDepth; g_renderer->ProjectViewport(origin, matrix, &x, &y, &reciprocalDepth); const float distanceScale = g_renderer->ScaleDistance(reciprocalDepth); this->render.unknown_005C = distanceScale / g_heightScale; const float scale = g_renderer->UiScaleX() * (static_cast(static_cast(this->render.unknown_0078)) * this->render.scale) * this->render.unknown_005C; char path[256]; char accessory[256]; const ActionFrame* bodyFrame; const ActionFrame* headFrame; int headOffsetX; int headOffsetY; int accessoryOffsetX; int accessoryOffsetY; for (unsigned char layer = 0; layer < 8; ++layer) { int offsetX = 0; int offsetY = 0; if (layer >= 5 && job != 0x178A && job != 0x1794 && job != 0x179E) { continue; } CSprRes* sprite; CActRes* action; const ActionFrame* frame; if (layer == 0) { sprite = this->render.sprite; action = this->render.action; frame = &action->Frame(this->render.previousAnimation, this->render.curMotion); if (this->render.previousAnimation < 8) { frame = &action->Frame(this->render.previousAnimation, 0); } bodyFrame = frame; } else if (layer == 1) { const int head = job % 23 + 1; const char* actionName; const char* spriteName; if (job >= 0x1781 && job <= 0x178A) { spriteName = "인간족\\머리통\\여\\%d_여.spr"; actionName = "인간족\\머리통\\여\\%d_여.act"; } else { spriteName = "인간족\\머리통\\남\\%d_남.spr"; actionName = "인간족\\머리통\\남\\%d_남.act"; } std::sprintf(path, actionName, head); action = static_cast(ResourceMgr::Instance().Load(path)); std::sprintf(path, spriteName, head); sprite = static_cast(ResourceMgr::Instance().Load(path)); frame = &action->Frame(this->render.previousAnimation, this->render.curMotion); if (this->render.previousAnimation < 8) { frame = &action->Frame(this->render.previousAnimation, 0); } headFrame = frame; if (headFrame->anchorCount != 0 && bodyFrame->anchorCount != 0 && headFrame->anchors[0].unknown_0008 == bodyFrame->anchors[0].unknown_0008) { headOffsetX = bodyFrame->anchors[0].x - headFrame->anchors[0].x; headOffsetY = bodyFrame->anchors[0].y - headFrame->anchors[0].y; } offsetX = headOffsetX; offsetY = headOffsetY; } else if (layer == 2) { const char* actionName; const char* spriteName; if (job >= 0x1781 && job <= 0x178A) { spriteName = "인간족\\용병\\활용병_활.spr"; actionName = "인간족\\용병\\활용병_활.act"; } else if (job >= 0x178B && job <= 0x1794) { spriteName = "인간족\\용병\\창용병_창.spr"; actionName = "인간족\\용병\\창용병_창.act"; } else { spriteName = "인간족\\용병\\검용병_검.spr"; actionName = "인간족\\용병\\검용병_검.act"; } std::sprintf(path, actionName); action = static_cast(ResourceMgr::Instance().Load(path)); std::sprintf(path, spriteName); sprite = static_cast(ResourceMgr::Instance().Load(path)); frame = &action->Frame(this->render.previousAnimation, this->render.curMotion); } else if (layer == 3) { if (job >= 0x1781 && job <= 0x178A) { continue; } const char* actionName; const char* spriteName; if (job >= 0x178B && job <= 0x1794) { spriteName = "인간족\\용병\\창용병_창_검광.spr"; actionName = "인간족\\용병\\창용병_창_검광.act"; } else { spriteName = "인간족\\용병\\검용병_검_검광.spr"; actionName = "인간족\\용병\\검용병_검_검광.act"; } std::sprintf(path, actionName); action = static_cast(ResourceMgr::Instance().Load(path)); std::sprintf(path, spriteName); sprite = static_cast(ResourceMgr::Instance().Load(path)); frame = &action->Frame(this->render.previousAnimation, this->render.curMotion); } else { if (layer == 4) { switch (job) { case 0x1781: std::sprintf(accessory, "여\\여_털모자"); break; case 0x1782: std::sprintf(accessory, "여\\여_골든헤드기어"); break; case 0x1783: std::sprintf(accessory, "여\\여_대형금방울"); break; case 0x1784: std::sprintf(accessory, "여\\여_엘리스모자"); break; case 0x1785: std::sprintf(accessory, "여\\여_가부키가면"); break; case 0x1786: std::sprintf(accessory, "여\\여_여왕의투구"); break; case 0x1787: std::sprintf(accessory, "여\\여_지르타스가면"); break; case 0x1788: std::sprintf(accessory, "여\\여_실버티아라"); break; case 0x1789: std::sprintf(accessory, "여\\여_고양이모자"); break; case 0x178A: std::sprintf(accessory, "여\\여_예쁜리본"); break; case 0x178B: std::sprintf(accessory, "남\\남_간호모"); break; case 0x178C: std::sprintf(accessory, "남\\남_검은눈가리개"); break; case 0x178D: std::sprintf(accessory, "남\\남_고블린가면4호"); break; case 0x178E: std::sprintf(accessory, "남\\남_양모자"); break; case 0x178F: std::sprintf(accessory, "남\\남_귀찮은너구리"); break; case 0x1790: std::sprintf(accessory, "남\\남_돈잃은자의마음"); break; case 0x1791: std::sprintf(accessory, "남\\남_마리오넷모자"); break; case 0x1792: std::sprintf(accessory, "남\\남_라이온마스크"); break; case 0x1793: std::sprintf(accessory, "남\\남_클로스헬멧"); break; case 0x1794: std::sprintf(accessory, "남\\남_로드카호의뿔"); break; case 0x1795: std::sprintf(accessory, "남\\남_반창고"); break; case 0x1796: std::sprintf(accessory, "남\\남_분노입"); break; case 0x1797: std::sprintf(accessory, "남\\남_코끼리모자"); break; case 0x1798: std::sprintf(accessory, "남\\남_야구모자"); break; case 0x1799: std::sprintf(accessory, "남\\남_장례건"); break; case 0x179A: std::sprintf(accessory, "남\\남_부용"); break; case 0x179B: std::sprintf(accessory, "남\\남_타이거마스크"); break; case 0x179C: std::sprintf(accessory, "남\\남_초승달투구"); break; case 0x179D: std::sprintf(accessory, "남\\남_엔젤링모자"); break; case 0x179E: std::sprintf(accessory, "남\\남_태양신의모자"); break; } } else if (layer == 5) { if (job == 0x178A) { std::sprintf(accessory, "여\\여_꽃잎"); } else if (job == 0x1794) { std::sprintf(accessory, "남\\남_토스트"); } } else if (layer == 6) { if (job == 0x178A) { std::sprintf(accessory, "여\\여_요정의귀"); } else if (job == 0x1794 || job == 0x179E) { std::sprintf(accessory, "남\\남_요정의귀"); } } else if (layer == 7) { if (job == 0x178A) { std::sprintf(accessory, "여\\여_미스틱로즈"); } else if (job == 0x1794) { std::sprintf(accessory, "남\\남_타키우스눈가리개"); } else if (job == 0x179E) { std::sprintf(accessory, "남\\남_사이클롭스아이"); } } std::sprintf(path, "악세사리\\%s.act", accessory); action = static_cast(ResourceMgr::Instance().Load(path)); std::sprintf(path, "악세사리\\%s.spr", accessory); sprite = static_cast(ResourceMgr::Instance().Load(path)); frame = &action->Frame(this->render.previousAnimation, this->render.curMotion); if (this->render.previousAnimation < 8) { frame = &action->Frame(this->render.previousAnimation, 0); } if (frame->anchorCount != 0 && headFrame->anchorCount != 0 && frame->anchors[0].unknown_0008 == headFrame->anchors[0].unknown_0008) { accessoryOffsetX = headFrame->anchors[0].x - frame->anchors[0].x; accessoryOffsetY = headFrame->anchors[0].y - frame->anchors[0].y; } offsetX = headOffsetX + accessoryOffsetX; offsetY = headOffsetY + accessoryOffsetY; } bool drawn = false; RenderBounds bounds; bounds.left = static_cast(g_renderer->viewport.width); bounds.top = static_cast(g_renderer->viewport.height); bounds.right = 0.0f; bounds.bottom = 0.0f; bounds.offset = reciprocalDepth; for (int index = 0; index < frame->cellCount; ++index) { const SpriteFrameCell& cell = frame->Cell(index); if (cell.image == -1) { continue; } const SpriteRleImage* image = sprite->images[cell.imageType][cell.image]; float bottomRhw; float topRhw; SpriteQuad quad; int box[4]; std::uint32_t color; if (!this->Slot09(index, index, distanceScale, cell, x, y, position, scale, &bottomRhw, &topRhw, image, &quad, box, &color, offsetX, offsetY, 0)) { continue; } int blend = (color >> 24) < 0xFF ? 1 : 257; drawn = true; quad.image = image; if (layer >= 4) { blend = 1; const float bias = static_cast(layer - 4) * 0.00004f + 0.0001f; quad.bottomRhw += bias; quad.topRhw += bias; } if (this->render.unknown_00A4Bytes[1] != 0) { const float minX = quad.left < quad.right ? quad.left : quad.right; const float maxX = quad.left > quad.right ? quad.left : quad.right; if (bounds.left > minX) { bounds.left = minX; } if (bounds.top > quad.top) { bounds.top = quad.top; } if (maxX > bounds.right) { bounds.right = maxX; } if (quad.bottom > bounds.bottom) { bounds.bottom = quad.bottom; } } const std::uint32_t* palette = sprite->palette; if (this->render.unknown_0048 != 0) { palette = static_cast(ResourceMgr::Instance().Load(this->render.name.c_str()))->palette; } if (layer <= 1) { this->DrawPulseOutline(cell, box, scale, bottomRhw, topRhw, palette, image, color); } if (IsScreenShakeActive()) { this->DrawFlippedQuad(quad, palette, blend, x, y, 0); } else { this->DrawQuad(quad, palette, blend, 0.0f, 0.0f, 0); } } if (drawn) { this->SetRenderInfo(&bounds.left, x, y); } else { this->SetTlvert(x, y); } } this->render.unknown_00ECBytes[0] = 1; } // OFFSET: 0x00CB35F0 // FUNCTION: fn_21105 void CRenderObject::DrawShadow(int argument, float scale) { if (this->render.unknown_010C == 565 || this->render.unknown_00A4Bytes[0] == 0 || this->render.unknown_0054 == 0.0f || scale == 0.0f) { return; } const float* matrix = reinterpret_cast(argument); const float z = this->render.position.z; CGameMode* mode = static_cast(g_modeMgr.GetGameMode()); float position[3]; position[0] = this->render.position.x; position[1] = mode->scene->terrain->Grid().Height(this->render.position.x, this->render.position.z); position[2] = z; const float depth = position[1] * matrix[5] + position[0] * matrix[2] + z * matrix[8] + matrix[11]; float screenX; float screenY; float reciprocalDepth; g_renderer->ProjectViewport(position, matrix, &screenX, &screenY, &reciprocalDepth); const float distanceScale = g_renderer->ScaleDistance(reciprocalDepth); CSprRes* sprite = static_cast(ResourceMgr::Instance().Load("shadow.spr")); CActRes* action = static_cast(ResourceMgr::Instance().Load("shadow.act")); const SpriteFrameCell& cell = action->Frame(0, 0).Cell(0); if (cell.image == -1) { return; } float pulse = 1.0f; const SpriteRleImage* image = sprite->images[cell.imageType][0]; this->ScaleByPulse(pulse); const double size = pulse * scale * this->render.unknown_0054; const double factor = distanceScale; SpriteQuad quad; quad.top = static_cast(cell.y * factor * cell.scaleY * size + screenY); quad.bottom = static_cast(((image->unknown_0006 + 1) * image->height + cell.y) * factor * cell.scaleY * size + screenY + 1.0); float left = static_cast(cell.x * factor * cell.scaleX * size + screenX); quad.right = static_cast(((image->unknown_0004 + 1) * image->width + cell.x) * factor * cell.scaleX * size + screenX + 1.0); if (quad.top >= static_cast(g_renderer->viewport.height) || quad.bottom <= 0.0f || left >= static_cast(g_renderer->viewport.width) || quad.right <= 0.0f) { return; } quad.left = static_cast(static_cast(this->render.unknown_0078)) + left; quad.right = static_cast(static_cast(this->render.unknown_0078)) + quad.right; quad.color = static_cast(((static_cast(cell.color >> 24) << 8 | (cell.color & 0xFF)) << 8 | (cell.color >> 8 & 0xFF)) << 8) | (cell.color >> 16 & 0xFF); quad.bottomRhw = 1.0f / (depth - (quad.bottom - screenY) * g_cotangent) + 0.00001f; quad.topRhw = 1.0f / (depth - (quad.top - screenY) * g_cotangent) + 0.00001f; quad.angle = static_cast(cell.unknown_001C); quad.image = image; if (IsScreenShakeActive()) { this->DrawFlippedQuad(quad, sprite->palette, 257, screenX, screenY, 0); return; } this->DrawQuad(quad, sprite->palette, 257, 0.0f, 0.0f, 0); } // OFFSET: 0x00CB39A0 // FUNCTION: fn_21106 void CRenderObject::DrawQuad(const SpriteQuad& quad, const std::uint32_t* palette, int blend, float offsetX, float offsetY, int depthOffset) { SpriteAtlasRecord record{}; const SpriteRleImage* image = quad.image; CTexture* texture = static_cast(const_cast(image->unknown_0008)); if (!texture) { texture = g_renderer->atlas.Find(image, palette, record); if (!texture) { texture = g_renderer->atlas.Insert(*GetRenderSystemHolder()->system, image, palette, record, g_serviceType, g_resourceReuseDelay); } } else { record.u0 = 0.0f; record.v0 = 0.0f; record.u1 = static_cast(texture->ImageWidth()) / static_cast(texture->TextureWidth()); record.v1 = static_cast(texture->ImageHeight()) / static_cast(texture->TextureHeight()); } const double depthBias = depthOffset * 0.000001; const double rhwBias = depthOffset * 0.0002; const float bottomRhw = static_cast(rhwBias + quad.bottomRhw); const float topRhw = static_cast(quad.topRhw + rhwBias); const float bottomZ = RhwToDepth(static_cast(depthBias + quad.bottomRhw)); const float topZ = RhwToDepth(static_cast(quad.topRhw + depthBias)); RenderPrimitive* primitive = g_renderer->primitives.Acquire(); RenderVertex* vertices = primitive->vertices; primitive->texture = texture; if (quad.angle != 0.0f) { const float cosine = ClientCosine(static_cast(quad.angle)); const float sine = ClientSine(static_cast(quad.angle)); const float halfWidth = (quad.right - quad.left) * 0.5f; const float halfHeight = (quad.bottom - quad.top) * 0.5f; const float centerX = quad.left + halfWidth + offsetX; const float centerY = quad.top + halfHeight + offsetY; const float minX = -halfWidth; const float minY = -halfHeight; vertices[0].x = minX * cosine - minY * sine + centerX + 0.5f; vertices[0].y = minY * cosine + minX * sine + centerY + 0.5f; vertices[1].x = halfWidth * cosine - minY * sine + centerX + 0.5f; vertices[1].y = minY * cosine + halfWidth * sine + centerY + 0.5f; vertices[2].x = minX * cosine - halfHeight * sine + centerX + 0.5f; vertices[2].y = halfHeight * cosine + minX * sine + centerY + 0.5f; vertices[3].x = halfWidth * cosine - halfHeight * sine + centerX + 0.5f; vertices[3].y = halfHeight * cosine + halfWidth * sine + centerY + 0.5f; } else { vertices[0].x = quad.left + 0.5f; vertices[0].y = quad.top + 0.5f; vertices[1].x = quad.right + 0.5f; vertices[1].y = quad.top + 0.5f; vertices[2].x = quad.left + 0.5f; vertices[2].y = quad.bottom + 0.5f; vertices[3].x = quad.right + 0.5f; vertices[3].y = quad.bottom + 0.5f; } if (*palette == 0xD77B) { record.u1 -= 0.002f; } vertices[0].rhw = topRhw; vertices[0].z = topZ; vertices[0].u = record.u0; vertices[0].v = record.v0; vertices[0].diffuse = quad.color; vertices[1].rhw = topRhw; vertices[1].z = topZ; vertices[1].u = record.u1; vertices[1].v = record.v0; vertices[1].diffuse = quad.color; vertices[2].rhw = bottomRhw; vertices[2].z = bottomZ; vertices[2].u = record.u0; vertices[2].v = record.v1; vertices[2].diffuse = quad.color; vertices[3].rhw = bottomRhw; vertices[3].z = bottomZ; vertices[3].u = record.u1; vertices[3].v = record.v1; vertices[3].diffuse = quad.color; primitive->unknown_0018 = 5; primitive->unknown_001C = blend != 5 ? 6 : 2; primitive->unknown_0014 = g_renderer->twoPass != 1; g_renderer->queues.Submit(primitive, static_cast(blend | this->render.unknown_0124), g_renderer->fog.supported != 0, g_depthStart, g_depthEnd); } // OFFSET: 0x00CB3F40 // FUNCTION: fn_21107 void CRenderObject::DrawFlippedQuad(SpriteQuad& quad, const std::uint32_t* palette, int blend, float x, float y, int depthOffset) { quad.angle = 180.0f; this->DrawQuad(quad, palette, blend, (x - quad.right) + (x - quad.left), (y - quad.bottom) + (y - quad.top), depthOffset); } // OFFSET: 0x00CB3FA0 // FUNCTION: fn_21108 void CRenderObject::SetActionSpeed(float speed) { speed *= this->render.action->Speed(this->render.animation); if (g_replayAnimationScaling != 0) { speed *= Replay::Instance().AnimationScale(); } if (speed > 0.0f) { this->render.speed = speed; } } // OFFSET: 0x00CB3FF0 // FUNCTION: fn_21109 void CRenderObject::SendValueMessage(int value, CGameObject* target) { if (target) { const std::int64_t wide = value; target->SendMsg( nullptr, 29, 0, static_cast(wide), static_cast(wide >> 32), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); } } // OFFSET: 0x00CB4070 // FUNCTION: fn_21110 void CGameActor::ApplyPendingUnknown0408() { const int pending = this->unknown_0408; this->unknown_0404 = pending; this->unknown_0408 = 0; this->render.isLieOnGround = false; this->render.unknown_00A4Bytes[1] = 1; this->render.isMotionFreezed = false; this->render.unknown_0114 = 0; int value; if (pending == 1) { value = 0x1104; } else if (pending == 2) { value = 0x1105; } else { value = this->unknown_025C; } this->Slot21(value); this->Slot32(); if (this->render.unknown_0070 != 3) { this->render.unknown_0070 = 0; this->Slot15(0, 1); } } // OFFSET: 0x00CB4100 // OFFSET: 0x00CB4800