rodecomp/Source/Contents/SpriteLayerDepth.cpp
ragnarok-clanker def028bf61 Decompile fn_10107 (AccessoryLayerDepth::OffsetLayerDepth)
Batch #2533 by ntrl: 0 byte-identical, 1 confirmed by peer review.

- fn_10107 AccessoryLayerDepth::OffsetLayerDepth: logic confirmed by peer review

Peer-reviewed-by: meitogi, willerthal, youko
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-29 18:11:20 +00:00

189 lines
5.2 KiB
C++

#include "Contents/Actors/SpriteDrawingPolicy.h"
#include "Client/Session.h"
#include "Contents/Camera/Camera.h"
#include "Render/SpriteGeometry.h"
#include "Script/LuaScript.h"
constexpr float robeTopLayerThreshold = 320.0f;
// GLOBAL: gl_24739
float g_cameraDistance = 300.0f;
// OFFSET: 0x0080DAA0
// FUNCTION: fn_10103
void SpriteDrawingPolicy::OffsetLayerDepth(int layer, SpriteCellQuad& quad, float bottomDepth, float topDepth) const {
switch (layer) {
case 2:
if (g_cameraDistance < robeTopLayerThreshold) {
quad.bottomDepth = bottomDepth + 0.000027f;
quad.topDepth = topDepth + 0.000027f;
} else {
quad.bottomDepth = bottomDepth;
quad.topDepth = topDepth;
}
break;
case 3:
if (g_cameraDistance < robeTopLayerThreshold) {
quad.bottomDepth = bottomDepth + 0.00004f;
quad.topDepth = 0.0001f + topDepth;
} else {
quad.bottomDepth = bottomDepth;
quad.topDepth = 0.000045f + topDepth;
}
break;
case 4:
if (g_cameraDistance < robeTopLayerThreshold) {
bottomDepth += 0.00003f;
topDepth += 0.00003f;
}
quad.bottomDepth = bottomDepth;
quad.topDepth = topDepth;
break;
}
}
// OFFSET: 0x0080E4D0
// FUNCTION: fn_10107
void AccessoryLayerDepth::OffsetLayerDepth(int layer, SpriteCellQuad& quad, float bottomDepth, float topDepth) const {
float bottom = bottomDepth;
float top = topDepth;
switch (layer) {
case 1:
if (this->topAccessory == 1095) {
if (g_cameraDistance < 32.0f) {
bottom = bottomDepth - 0.000008f;
top = topDepth - 0.000008f;
} else {
bottom = bottomDepth - 0.0000005f;
top = topDepth - 0.0000005f;
}
} else if (g_cameraDistance < robeTopLayerThreshold) {
bottom = bottomDepth + 0.000025f;
top = topDepth + 0.000025f;
}
break;
case 2:
switch (this->bottomAccessory) {
case 1041:
case 1358:
case 1478:
case 1499:
if (g_cameraDistance < robeTopLayerThreshold) {
bottom = 0.0008f + bottomDepth;
top = 0.0008f + topDepth;
} else {
bottom = 0.00019f + bottomDepth;
top = 0.00019f + topDepth;
}
break;
case 1235:
if (g_cameraDistance < robeTopLayerThreshold) {
bottom = 0.0008f + bottomDepth;
top = 0.0008f + topDepth;
} else {
bottom = 0.00013f + bottomDepth;
top = 0.00013f + topDepth;
}
break;
case 1488:
if (g_cameraDistance < robeTopLayerThreshold) {
bottom = bottomDepth + 0.0008f;
top = topDepth + 0.0008f;
} else {
bottom = bottomDepth + 0.00019f;
top = topDepth + 0.00019f;
}
break;
default:
if (g_cameraDistance < robeTopLayerThreshold) {
bottom = bottomDepth + 0.000027f;
top = topDepth + 0.000027f;
}
break;
}
break;
case 3:
if (g_cameraDistance < robeTopLayerThreshold) {
bottom = bottomDepth + 0.00004f;
top = 0.0001f + topDepth;
} else {
top = 0.000045f + topDepth;
}
break;
case 4:
if (this->topAccessory == 1485) {
if (g_cameraDistance < robeTopLayerThreshold) {
bottom = 0.00035f + bottomDepth;
top = 0.0006f + topDepth;
} else {
bottom = 0.00001f + bottomDepth;
top = 0.00015f + topDepth;
}
} else {
switch (this->middleAccessory) {
case 1318:
if (g_cameraDistance < robeTopLayerThreshold) {
bottom = 0.00025f + bottomDepth;
top = 0.0001f + topDepth;
} else {
bottom = 0.00005f + bottomDepth;
top = 0.00005f + topDepth;
}
break;
case 1354:
if (g_cameraDistance < robeTopLayerThreshold) {
bottom = bottomDepth + 0.00009f;
top = topDepth - 0.00005f;
}
break;
case 1363:
if (g_cameraDistance < robeTopLayerThreshold) {
bottom = bottomDepth + 0.000027f + 0.0004f;
top = topDepth + 0.000027f + 0.0007f;
} else {
bottom = bottomDepth + 0.00007f;
top = topDepth + 0.00017f;
}
break;
case 1582:
if (g_cameraDistance < robeTopLayerThreshold) {
bottom = bottomDepth + 0.0002f;
top = topDepth + 0.0002f;
} else {
bottom = bottomDepth + 0.00004f;
top = topDepth + 0.00006f;
}
break;
default:
if (g_cameraDistance < robeTopLayerThreshold) {
bottom = bottomDepth + 0.00003f;
top = topDepth + 0.00003f;
}
break;
}
}
break;
}
quad.bottomDepth = bottom;
quad.topDepth = top;
bool enabled = false;
double nearOffset = 0.0;
double farOffset = 0.0;
g_session.m_hotkeyScript->Call("OffsetItemPos_GetUppingBottomItem", "d>bll", this->bottomAccessory, &enabled, &nearOffset, &farOffset);
if (layer == 2 && enabled) {
if (nearOffset == 0.0) {
nearOffset = 0.00025;
}
if (farOffset == 0.0) {
farOffset = 0.0001;
}
const double offset = g_cameraDistance < robeTopLayerThreshold ? nearOffset : farOffset;
quad.bottomDepth = static_cast<float>(static_cast<double>(bottomDepth) + offset);
quad.topDepth = static_cast<float>(static_cast<double>(topDepth) + offset);
}
}