#include "Client/Mode/CGameMode.h" #include "Contents/Actors/Pc.h" #include "Contents/Ground/TerrainHeight.h" #include "Contents/World/World.h" #include "Render/Primitives/RenderPrimitivePool.h" #include "Render/Primitives/RenderQueues.h" #include "Render/Renderer.h" #include "Render/TextureQuad.h" #include "Render/Textures/TextureCache.h" #include "Resource/World/TerrainResource.h" #include "UI/Window/UIWindow.h" #include "UI/Window/UIWindowMgr.h" #include "Utility/Math/AffineMatrix.h" #include "Utility/Text/FormatString.h" #include // GLOBAL: gl_24934 int g_searchStoreX; // GLOBAL: gl_24935 int g_searchStoreY; // OFFSET: 0x00CCFCE0 // FUNCTION: fn_21246 void MiniMapNoOp() { } // OFFSET: 0x00CCFFA0 // FUNCTION: fn_21250 void CGameMode::StepTowardWalkableCell(const int& targetX, const int& targetY, int& x, int& y) { const int startX = x; const int startY = y; if (targetX > startX) { x = startX + 1; } else if (targetX < startX) { x = startX - 1; } if (targetY > y) { ++y; } else if (targetY < y) { --y; } if (this->scene->terrain->Grid().Walkable(x, y)) { return; } const int offsets[8][2] = {{1, 0}, {1, 1}, {1, -1}, {-1, 0}, {-1, 1}, {-1, -1}, {0, 1}, {0, -1}}; for (int i = 0; i < 8; ++i) { x = startX + offsets[i][0]; y = startY + offsets[i][1]; if (this->scene->terrain->Grid().Walkable(x, y)) { return; } } } // OFFSET: 0x00CD0150 // FUNCTION: fn_21251 void CGameMode::FindWalkableCellToward(float x, float z, float originX, float originZ, int& column, int& row, int distance) { const float deltaZ = z - originZ; const float deltaX = x - originX; const float inverse = 1.0f / SquareRoot(deltaZ * deltaZ + deltaX * deltaX); const float step = static_cast(distance * 5); this->WorldCell(inverse * deltaX * step + originX, inverse * deltaZ * step + originZ, column, row); const int startY = row; const int startX = column; if (this->scene->terrain->Grid().Walkable(startX, startY)) { return; } const int offsets[8][2] = {{1, 0}, {1, 1}, {1, -1}, {-1, 0}, {-1, 1}, {-1, -1}, {0, 1}, {0, -1}}; for (int i = 0; i < 8; ++i) { column = startX + offsets[i][0]; row = startY + offsets[i][1]; if (this->scene->terrain->Grid().Walkable(column, row)) { return; } } } // OFFSET: 0x00CD0300 // FUNCTION: fn_21252 void CGameMode::RemoveMiniMapPing(std::uint32_t id) { const auto found = this->unknown_01C4.find(id); if (found != this->unknown_01C4.end()) { this->unknown_01C4.erase(found); } } // OFFSET: 0x00CD0380 // FUNCTION: fn_21253 void CGameMode::DrawMiniMapMembers(const TextureRegion& view) { int index = 0; if (g_windowMgr.window_4F1CC) { g_windowMgr.window_4F1CC->SendMsg(nullptr, 0x1E4, 0, this->unknown_01B4.size(), 0, 0); g_windowMgr.window_4F1CC->SendMsg(nullptr, 0x1E4, 1, this->unknown_01BC.size(), 0, 0); } for (auto it = this->unknown_01B4.begin(); it != this->unknown_01B4.end(); ++it) { this->DrawMiniMapMarker(view, it->second.x, it->second.y, 2, std::string(), 2, it->second.color, false); if (g_windowMgr.window_4F1CC) { g_windowMgr.window_4F1CC->SendMsg(nullptr, 0x1E3, 0, index, it->second.x, it->second.y); } ++index; } for (auto it = this->unknown_01BC.begin(); it != this->unknown_01BC.end(); ++it) { if (this->unknown_01B4.find(it->first) == this->unknown_01B4.end()) { this->DrawMiniMapMarker(view, it->second.x, it->second.y, 2, std::string(), 1, it->second.color, false); if (g_windowMgr.window_4F1CC) { g_windowMgr.window_4F1CC->SendMsg(nullptr, 0x1E3, 1, index, it->second.x, it->second.y); } } ++index; } for (auto it = this->minimapMarkers.begin(); it != this->minimapMarkers.end(); ++it) { if (it->second.unknown_0006 != 0) { const std::string name = FormatOwnedString("유저인터페이스\\basic_interface\\quest_%d.bmp", it->second.unknown_0006); this->DrawMiniMapMarker(view, it->second.unknown_0000, it->second.unknown_0002, 4, name, 0, 0, true); } } if (g_searchStoreX > -1) { const int y = g_searchStoreY; if (y > -1) { this->DrawMiniMapMarker(view, g_searchStoreX, y, 4, "유저인터페이스\\basic_interface\\search_store.bmp", 0, 0, true); } } } // OFFSET: 0x00CD1450 // FUNCTION: fn_21256 void CGameMode::DrawMiniMapTriangle(float x, float y, float size, std::uint32_t color) { RenderPrimitive* primitive = g_renderer->primitives.Acquire(); primitive->texture = g_texMgr.Default(); RenderVertex* vertices = primitive->vertices; const float bottomZ = RhwToDepth(0.0999f); const float topZ = RhwToDepth(0.0999f); vertices[0].x = x; vertices[0].y = y - (size + size); const float bottom = y + size; vertices[1].x = x - SquareRoot(3.0f) * size; vertices[1].y = bottom; vertices[2].x = SquareRoot(3.0f) * size + x; vertices[2].y = bottom; vertices[3].x = x - SquareRoot(3.0f) * size; vertices[3].y = bottom; vertices[0].z = topZ; vertices[0].rhw = 0.0999f; vertices[0].diffuse = color; vertices[0].u = 0.0f; vertices[0].v = 0.0f; vertices[1].z = topZ; vertices[1].rhw = 0.0999f; vertices[1].diffuse = color; vertices[1].u = 1.0f; vertices[1].v = 0.0f; vertices[2].z = bottomZ; vertices[2].rhw = 0.0999f; vertices[2].diffuse = color; vertices[2].u = 0.0f; vertices[2].v = 1.0f; vertices[3].z = bottomZ; vertices[3].rhw = 0.0999f; vertices[3].diffuse = color; vertices[3].u = 1.0f; vertices[3].v = 1.0f; g_renderer->queues.Submit(primitive, 0x201, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd); } // OFFSET: 0x00CD2BE0 // FUNCTION: fn_21262 void CGameMode::DrawMiniMapMarker( const TextureRegion& view, int x, int y, int size, std::string texture, int kind, std::uint32_t color, bool clamp ) { // GLOBAL: gl_24930 static int s_lastMarkerX; // GLOBAL: gl_24931 static int s_lastMarkerY; // GLOBAL: gl_24932 static int s_lastPlayerX; // GLOBAL: gl_24933 static int s_lastPlayerY; const int width = this->scene->terrain->width; const int height = this->scene->terrain->height; const int longest = width >= height ? width : height; const double originX = static_cast(g_renderer->viewport.width - 144) + 64.0; const float mapWidth = static_cast(width) * 128.0f / static_cast(longest); const float mapHeight = static_cast(height) * 128.0f / static_cast(longest); if (static_cast(x) < 0.0f || static_cast(y) < 0.0f) { return; } const float viewWidth = view.right - view.left; const float viewHeight = view.bottom - view.top; const double left = originX - 64.0; const double offsetY = (static_cast(mapHeight) - static_cast(static_cast(y) * mapHeight / static_cast(height)) + static_cast((128.0f - mapHeight) * 0.5f)) / static_cast(viewHeight); double drawX = (left - static_cast(view.left * 128.0f / viewWidth)) + (static_cast(static_cast(x) * mapWidth / static_cast(width)) + static_cast((128.0f - mapWidth) * 0.5f)) / static_cast(viewWidth); double drawY = (16.0 - static_cast(view.top * 128.0f / viewHeight)) + offsetY; if (clamp) { int direction = 0; if (drawX - size < left) { direction = 1; drawX = size + left; } else if (drawX + size > originX + 64.0) { direction = 2; drawX = (originX + 64.0) - size; } if (drawY - size < 16.0) { drawY = size + 16.0; if (direction == 0) { direction = 3; } } else if (drawY + size > 144.0) { drawY = 144.0 - size; if (direction == 0) { direction = 4; } } if (kind != 5 && direction != 0) { const std::string arrow = FormatOwnedString("유저인터페이스\\basic_interface\\quest_arrow%d.bmp", direction); texture = arrow; } } else if (kind != 4) { if (drawX - size < left || drawX + size > originX + 64.0 || drawY - size < 16.0 || drawY + size > 144.0) { return; } } RECT rect; rect.left = static_cast(drawX - size); rect.top = static_cast(drawY - size); rect.right = static_cast(size + drawX); rect.bottom = static_cast(size + drawY); const TextureRegion region = {0.0f, 0.0f, 1.0f, 1.0f}; if (kind == 0) { this->DrawTexture(rect, 0, 0.0999f, 0xFFFFFFFF, g_texMgr.Load(texture.c_str(), 0, false, true, false), region); } else if (kind == 5) { this->DrawTexture(rect, 0, 0.0999f, 0xFFFFFFFF, g_texMgr.Load(texture.c_str(), 0, false, true, false), region); if (g_windowMgr.window_4F1CC && (s_lastMarkerX != x || s_lastMarkerY != y)) { s_lastMarkerX = x; s_lastMarkerY = y; g_windowMgr.window_4F1CC->SendMsg(nullptr, 0x1E2, x, y, 0, 0); } } else if (kind == 1) { this->DrawMiniMapTriangle(static_cast(drawX), static_cast(drawY), static_cast(size + 1), 0xAAFFFFFF); this->DrawMiniMapTriangle(static_cast(drawX), static_cast(drawY), static_cast(size), color); } else if (kind == 2) { RECT border; border.left = rect.left - 1; border.top = rect.top - 1; border.right = rect.right + 1; border.bottom = rect.bottom + 1; this->DrawTexture(border, 0, 0.0999f, 0x99FFFFFF, g_texMgr.Default(), region); this->DrawTexture(rect, 0, 0.0999f, color, g_texMgr.Default(), region); if (g_windowMgr.window_4F1CC) { g_windowMgr.window_4F1CC->SendMsg(nullptr, 0x1E3, x, y, 0, 0); } } else if (kind == 3) { const double arm = size * 4; RECT horizontal; horizontal.left = static_cast(drawX - arm); horizontal.top = rect.top; horizontal.right = static_cast(arm + drawX); horizontal.bottom = rect.bottom; RECT vertical; vertical.left = rect.left; vertical.top = static_cast(drawY - arm); vertical.right = rect.right; vertical.bottom = static_cast(arm + drawY); this->DrawTexture(horizontal, 0, 0.0999f, color, g_texMgr.Default(), region); this->DrawTexture(vertical, 0, 0.0999f, color, g_texMgr.Default(), region); } else if (kind == 4) { RECT shadow; shadow.left = rect.left - 2; shadow.top = rect.top - 2; shadow.right = rect.right + 2; shadow.bottom = rect.bottom + 4; const int angle = static_cast(180.0f - this->scene->player->render.angle); this->DrawTexture(shadow, angle, 0.0999f, 0x77333333, g_texMgr.Load(texture.c_str(), 0, false, true, false), region); this->DrawTexture(rect, angle, 0.0999f, color, g_texMgr.Load(texture.c_str(), 0, false, true, false), region); if (s_lastPlayerX != x || s_lastPlayerY != y) { s_lastPlayerX = x; s_lastPlayerY = y; if (g_windowMgr.window_4F1CC) { g_windowMgr.window_4F1CC->SendMsg(nullptr, 0x1E1, x, y, 0, 0); } if (UIWindow* window = reinterpret_cast(g_windowMgr.unknown_01C0)) { window->Invalidate(); } } } else if (kind == 6) { if (texture.size() == 0) { g_windowMgr.LookupWindow(14)->SendMsg(nullptr, 6, 0x1C5, color, rect.left, rect.top); } else { g_windowMgr.LookupWindow(14)->SendMsg(nullptr, 6, 0x1C7, color, rect.left, rect.top); this->DrawTexture(rect, 0, 0.0999f, 0xFFFFFFFF, g_texMgr.Load(texture.c_str(), 0, false, true, false), region); } } }