Batch #9167 by youko: 2 byte-identical, 8 confirmed by peer review. - fn_21011 CRenderObject::Slot09: logic confirmed by peer review - fn_21013 CRenderObject::Slot10: logic confirmed by peer review - fn_21015 CRenderObject::Slot12: logic confirmed by peer review - fn_21016 CRenderObject::Slot11: logic confirmed by peer review - fn_21095 CGameActor::Slot36: logic confirmed by peer review - fn_21100 CGameActor::Slot16: logic confirmed by peer review - fn_22592 CGrannyPc::Slot14: logic confirmed by peer review - fn_22593 CPc::Slot14: logic confirmed by peer review - fn_45475 CGameActor::Slot32: byte-identical - fn_45476 CGameActor::Slot33: byte-identical Peer-reviewed-by: Lumen, superintelligence, Snow, Yommy, alisonrag, zindokar, youko, tayoba, eAthena, KWDev, Romain, dori, doczeira, vinnyamancio Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
239 lines
9.3 KiB
C++
239 lines
9.3 KiB
C++
#include "Client/Mode/ModeMgr.h"
|
|
#include "Client/Mode/CGameMode.h"
|
|
#include "Client/Session.h"
|
|
#include "Contents/Actors/RenderObject.h"
|
|
#include "Contents/Configuration/ServiceOptions.h"
|
|
#include "Contents/Ground/GroundGeometry.h"
|
|
#include "Contents/World/World.h"
|
|
#include "Render/Renderer.h"
|
|
#include "Render/SpriteGeometry.h"
|
|
#include "Render/SpriteQuad.h"
|
|
#include "Render/Textures/SpritePixels.h"
|
|
#include "Utility/Math/AffineMatrix.h"
|
|
|
|
#include <cmath>
|
|
#include <cstdlib>
|
|
#include <windows.h>
|
|
|
|
// OFFSET: 0x00CA9580
|
|
// FUNCTION: fn_21007
|
|
float __stdcall CRenderObject::Heading(float x, float z, float targetX, float targetZ) {
|
|
const float deltaX = targetX - x;
|
|
const float deltaZ = targetZ - z;
|
|
float angle = (static_cast<float>(std::atan2(static_cast<double>(deltaX), static_cast<double>(-deltaZ))) / 3.141592f) * 180.0f;
|
|
if (angle >= 360.0f) {
|
|
angle -= 360.0f;
|
|
}
|
|
|
|
if (angle < 0.0f) {
|
|
angle += 360.0f;
|
|
}
|
|
|
|
return angle;
|
|
}
|
|
|
|
// OFFSET: 0x00CA9610
|
|
// FUNCTION: fn_21008
|
|
void CRenderObject::Face(float x, float z) {
|
|
const float deltaX = x - this->render.position.x;
|
|
const float deltaZ = z - this->render.position.z;
|
|
if (deltaX != 0.0f || deltaZ != 0.0f) {
|
|
float angle = (static_cast<float>(std::atan2(static_cast<double>(deltaX), static_cast<double>(-deltaZ))) / 3.141592f) * 180.0f;
|
|
this->render.angle = angle;
|
|
if (angle >= 360.0f) {
|
|
angle -= 360.0f;
|
|
this->render.angle = angle;
|
|
}
|
|
|
|
if (angle < 0.0f) {
|
|
this->render.angle = angle + 360.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x00CA96C0
|
|
// FUNCTION: fn_21009
|
|
float CRenderObject::CalcDist(float x, float z) const {
|
|
const float deltaX = x - this->render.position.x;
|
|
const float deltaZ = z - this->render.position.z;
|
|
return SquareRoot(deltaZ * deltaZ + deltaX * deltaX);
|
|
}
|
|
|
|
// OFFSET: 0x00CA9700
|
|
// FUNCTION: fn_21010
|
|
float CRenderObject::CalcDist(float x, float y, float z) const {
|
|
const float deltaX = x - this->render.position.x;
|
|
const float deltaZ = z - this->render.position.z;
|
|
const float deltaY = y - this->render.position.y;
|
|
const float horizontal = SquareRoot(deltaZ * deltaZ + deltaX * deltaX);
|
|
return SquareRoot(horizontal * horizontal + deltaY * deltaY);
|
|
}
|
|
|
|
// OFFSET: 0x00CA9770
|
|
// FUNCTION: fn_21011
|
|
bool CRenderObject::Slot09(
|
|
int unused, int layer, float scale, const SpriteFrameCell& cell, float x, float y, const float* position, float shift, float* bottomDepth,
|
|
float* topDepth, const SpriteRleImage* image, SpriteQuad* quad, int* bounds, std::uint32_t* color, int offsetX, int offsetY, int flags
|
|
) {
|
|
const float depthBias = this->render.unknown_005C * g_cameraScaleX;
|
|
const double scaleY = static_cast<double>(scale * cell.scaleY * this->render.scale);
|
|
const double scaleX = static_cast<double>(scale * cell.scaleX * this->render.scale);
|
|
float top = static_cast<float>(static_cast<double>(cell.y + offsetY) * scaleY + static_cast<double>(y));
|
|
float bottom = static_cast<float>(
|
|
static_cast<double>((image->unknown_0006 + 1) * image->height + cell.y + offsetY) * scaleY + static_cast<double>(y) + 1.0
|
|
);
|
|
float left;
|
|
float right;
|
|
|
|
if (cell.mirrored & 1) {
|
|
left = static_cast<float>(static_cast<double>((image->unknown_0004 + 1) * image->width + cell.x + offsetX) * scaleX + static_cast<double>(x));
|
|
right = static_cast<float>(static_cast<double>(offsetX + cell.x) * scaleX + static_cast<double>(x) + 1.0);
|
|
if (top >= static_cast<float>(g_renderer->viewport.height) || bottom <= 0.0f || right >= static_cast<float>(g_renderer->viewport.width) ||
|
|
left <= 0.0f) {
|
|
return false;
|
|
}
|
|
} else {
|
|
left = static_cast<float>(static_cast<double>(cell.x + offsetX) * scaleX + static_cast<double>(x));
|
|
right = static_cast<float>(static_cast<double>((image->unknown_0004 + 1) * image->width + cell.x + offsetX) * scaleX + static_cast<double>(x) + 1.0);
|
|
if (top >= static_cast<float>(g_renderer->viewport.height) || bottom <= 0.0f || left >= static_cast<float>(g_renderer->viewport.width) ||
|
|
right <= 0.0f) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if ((this->render.flags & 0x80) != 0) {
|
|
const short phase = this->render.unknown_00F4;
|
|
float factor = 0.0f;
|
|
if (phase < 19) {
|
|
factor = g_sinTable[phase * 5] * 0.3f;
|
|
} else if (phase < 21) {
|
|
factor = 0.3f;
|
|
} else if (phase < 24) {
|
|
factor = static_cast<float>(23 - phase) * 0.1f;
|
|
}
|
|
factor *= bottom - top;
|
|
top -= factor;
|
|
bottom -= factor;
|
|
}
|
|
|
|
if ((this->render.flags & 0x20) != 0) {
|
|
const short phase = this->render.unknown_00F4;
|
|
float factor = 1.0f;
|
|
if (phase < 4) {
|
|
factor = (100.0f - static_cast<float>(phase) * 20.0f) * 0.01f;
|
|
} else if (phase < 34) {
|
|
int remainder = std::rand() % 6;
|
|
if (remainder < 0) {
|
|
remainder = 0;
|
|
}
|
|
factor = 0.4f - static_cast<float>(remainder) * 0.01f;
|
|
}
|
|
top += (bottom - top) * (1.0f - factor);
|
|
}
|
|
|
|
if (this->render.unknown_00A2 != 0) {
|
|
*bottomDepth = (static_cast<float>(unused) * g_cameraScaleY + 0.1f - g_cameraScaleY * 20.0f) +
|
|
static_cast<float>(static_cast<int>(this->render.unknown_0080)) * g_cameraScaleY;
|
|
*topDepth = (static_cast<float>(unused) * g_cameraScaleY + 0.1f - g_cameraScaleY * 20.0f) +
|
|
static_cast<float>(static_cast<int>(this->render.unknown_0080)) * g_cameraScaleY;
|
|
} else {
|
|
const int depthLayer = static_cast<int>(this->render.unknown_0080) + 3 + layer;
|
|
const float height = bottom - y;
|
|
const float rise = top - y;
|
|
if (this->render.isLieOnGround) {
|
|
*bottomDepth = 1.0f / (position[2] - height * g_cotangent) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
|
|
*topDepth = 1.0f / (position[2] - rise * g_cotangent) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
|
|
} else if (static_cast<unsigned char>(flags) != 0) {
|
|
*bottomDepth = 1.0f / (height * 0.06f + position[2]) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
|
|
*topDepth = 1.0f / (rise * 0.06f + position[2]) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
|
|
} else {
|
|
*bottomDepth = 1.0f / (height * g_tangent + position[2]) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
|
|
*topDepth = 1.0f / (rise * g_tangent + position[2]) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
|
|
}
|
|
}
|
|
|
|
quad->left = left + shift;
|
|
quad->top = top;
|
|
quad->bottom = bottom;
|
|
quad->right = right + shift;
|
|
quad->bottomRhw = *bottomDepth;
|
|
quad->topRhw = *topDepth;
|
|
quad->angle = static_cast<float>(cell.unknown_001C + static_cast<int>(this->render.unknown_007C));
|
|
bounds[0] = static_cast<int>(left);
|
|
bounds[1] = static_cast<int>(top);
|
|
bounds[2] = static_cast<int>(right);
|
|
bounds[3] = static_cast<int>(bottom);
|
|
|
|
float lightRed = 1.0f;
|
|
float lightGreen = 1.0f;
|
|
float lightBlue = 1.0f;
|
|
if (this->render.unknown_00B4 == 1 && g_serviceOptions.Get(0x77)) {
|
|
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
|
|
GroundGeometry* ground = mode->scene->ground;
|
|
if (ground->Slot10()) {
|
|
int column = 0;
|
|
int row = 0;
|
|
mode->WorldCell(this->render.position.x, this->render.position.z, column, row);
|
|
ground->Lighting(column, row, lightRed, lightGreen, lightBlue);
|
|
}
|
|
}
|
|
|
|
if (this->render.isSingleColor && this->render.overrideColor != 0xFFFF0000) {
|
|
*color = this->render.overrideColor;
|
|
} else {
|
|
SpriteColor& channels = *reinterpret_cast<SpriteColor*>(color);
|
|
channels.alpha = static_cast<std::uint8_t>(
|
|
static_cast<int>((static_cast<float>((cell.color >> 24) & 0xFF) * static_cast<float>((this->render.color >> 24) & 0xFF)) / 255.0f)
|
|
);
|
|
channels.red = static_cast<std::uint8_t>(
|
|
static_cast<int>((static_cast<float>(cell.color & 0xFF) * static_cast<float>((this->render.color >> 16) & 0xFF) * lightRed) / 255.0f)
|
|
);
|
|
channels.green = static_cast<std::uint8_t>(
|
|
static_cast<int>((static_cast<float>((cell.color >> 8) & 0xFF) * static_cast<float>((this->render.color >> 8) & 0xFF) * lightGreen) / 255.0f)
|
|
);
|
|
channels.blue = static_cast<std::uint8_t>(
|
|
static_cast<int>((static_cast<float>((cell.color >> 16) & 0xFF) * static_cast<float>(this->render.color & 0xFF) * lightBlue) / 255.0f)
|
|
);
|
|
}
|
|
quad->color = *color;
|
|
|
|
if ((this->render.flags & 0x40) != 0) {
|
|
const short phase = this->render.unknown_00F4;
|
|
if (phase <= 36) {
|
|
float angle = 180.0f - g_sinTable[90 + phase * 5] * 180.0f;
|
|
quad->angle = angle;
|
|
if (angle >= 360.0f) {
|
|
quad->angle = angle - 360.0f;
|
|
return true;
|
|
}
|
|
} else {
|
|
quad->angle = 0.0f;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// OFFSET: 0x00CAD9E0
|
|
// FUNCTION: fn_21057
|
|
bool CRenderObject::GetTargetPos(std::uint32_t targetAid, vector3d& targetPos) const {
|
|
const CWorld* world = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene;
|
|
const CRenderObject* player = reinterpret_cast<const CRenderObject*>(world->player);
|
|
|
|
if (targetAid == g_session.m_aid) {
|
|
targetPos = {player->render.position.x, player->render.position.y, player->render.position.z};
|
|
return true;
|
|
}
|
|
|
|
if (const CRenderObject* actor = world->GetGameActorByAID(targetAid)) {
|
|
targetPos = {actor->render.position.x, actor->render.position.y, actor->render.position.z};
|
|
return true;
|
|
}
|
|
|
|
const vector3d& position = this->render.position;
|
|
targetPos = {
|
|
position.x - (player->render.position.x - position.x), position.y - (player->render.position.y - position.y),
|
|
position.z - (player->render.position.z - position.z)
|
|
};
|
|
return false;
|
|
}
|