rodecomp/Source/Contents/Effects/ArrowEffect.cpp
ragnarok-clanker 854a0e32fb Maintenance: Name numeric switch case labels with enum constants (identifier-only; no code change). 13,500+ case labels across 70 uni
Batch #14886 by ragnarok-clanker: no function's compiled code changes; checked with 225 compiled unit(s), including every includer of Source/Contents/Combat/CombatTypes.h, Source/Contents/Effects/EffectMessageId.h, Source/Contents/Items/InventoryType.h, Source/Contents/Items/ItemId.h, Source/Contents/Jobs/JobId.h, Source/Contents/MessageTable.h, Source/Contents/Skills/SkillId.h, Source/Contents/Skills/SkillUnitId.h, Source/Network/Packets/ModeResultEnums.h, Source/Network/Packets/NoticeEnums.h, Source/Network/Packets/PacketId.h, Source/UI/GameSettings/TalkType.h, Source/UI/Window/WindowId.h.
2026-11-07 23:58:37 +00:00

273 lines
8.6 KiB
C++

#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 <windows.h>
#include <timeapi.h>
// 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
bool CArrowEffect::OnProcess() {
float frame = static_cast<float>(static_cast<double>(timeGetTime() - this->render.unknown_008C) / 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<int>(this->GetActRes()->FrameCount(this->render.previousAnimation))) {
this->render.curMotion = static_cast<int>(this->GetActRes()->FrameCount(this->render.previousAnimation)) - 1;
}
}
this->render.unknown_007C = 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) {
const std::int64_t id = static_cast<std::int64_t>(a) << 32 | static_cast<std::uint32_t>(message);
if (id == 14) {
const char* sprite;
const char* action;
switch (static_cast<std::int64_t>(i) << 32 | static_cast<std::uint32_t>(h)) {
case JT_LIVE_PEACH_TREE:
case JT_G_LIVE_PEACH_TREE:
sprite = "몬스터\\PEACH_TREE_BULLET.spr";
action = "몬스터\\PEACH_TREE_BULLET.act";
break;
case JT_EVIL_CLOUD_HERMIT:
case JT_G_EVIL_CLOUD_HERMIT:
sprite = "몬스터\\GINSENG_BULLET.spr";
action = "몬스터\\GINSENG_BULLET.act";
break;
case JT_STONE_SHOOTER:
case JT_ILL_STONE_SHOOTER:
sprite = "몬스터\\STONE_SHOOTER_BULLET.spr";
action = "몬스터\\STONE_SHOOTER_BULLET.act";
break;
case JT_WOOTAN_SHOOTER:
case JT_ILL_WOOTAN_SHOOTER:
case JT_G_ILL_WOOTAN_SHOOTER:
sprite = "몬스터\\WOOTAN_SHOOTER_BULLET.spr";
action = "몬스터\\WOOTAN_SHOOTER_BULLET.act";
break;
case JT_PARASITE:
case JT_G_PARASITE:
sprite = "몬스터\\PARASITE_BULLET.spr";
action = "몬스터\\PARASITE_BULLET.act";
break;
case JT_POTON_CANON:
sprite = "몬스터\\CANON_BULLET.spr";
action = "몬스터\\CANON_BULLET.act";
break;
case JT_POTON_CANON_1:
sprite = "몬스터\\CANON_BULLET_1.spr";
action = "몬스터\\CANON_BULLET_1.act";
break;
case JT_POTON_CANON_2:
sprite = "몬스터\\CANON_BULLET_2.spr";
action = "몬스터\\CANON_BULLET_2.act";
break;
case JT_POTON_CANON_3:
sprite = "몬스터\\CANON_BULLET_3.spr";
action = "몬스터\\CANON_BULLET_3.act";
break;
case JT_LADY_TANEE:
case JT_PHYLLA:
sprite = "몬스터\\LADY_TANEE_BULLET.spr";
action = "몬스터\\LADY_TANEE_BULLET.act";
break;
case JT_RAGGED_ZOMBIE:
sprite = "몬스터\\RAGGED_ZOMBIE_BULLET.spr";
action = "몬스터\\RAGGED_ZOMBIE_BULLET.act";
break;
case JT_PETAL:
sprite = "몬스터\\PETAL_BULLET.spr";
action = "몬스터\\PETAL_BULLET.act";
break;
case JT_MG_CORRUPTION_ROOT:
sprite = "몬스터\\MG_CORRUPTION_ROOT_BULLET.spr";
action = "몬스터\\MG_CORRUPTION_ROOT_BULLET.act";
break;
case JT_E_MD_NYAILO:
sprite = "몬스터\\e_nyailo_ammo.spr";
action = "몬스터\\e_nyailo_ammo.act";
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:
sprite = "몬스터\\su_soulattack.spr";
action = "몬스터\\su_soulattack.act";
break;
case JT_MD_C_CORRUPTION_ROOT:
sprite = "몬스터\\mg_corruption_root_bullet.spr";
action = "몬스터\\mg_corruption_root_bullet.act";
break;
case JT_SUMMON_HELLTREE:
sprite = "몬스터\\SUMMON_HELLTREE_FRUIT.spr";
action = "몬스터\\SUMMON_HELLTREE_FRUIT.act";
break;
case JT_EP19_LIMACINA:
case JT_G_EP19_LIMACINA:
sprite = "몬스터\\EP19_LIMACINA_BULLET.spr";
action = "몬스터\\EP19_LIMACINA_BULLET.act";
break;
case JT_EP20_MELIBE_ICESLUG:
sprite = "몬스터\\phylla_bullet.spr";
action = "몬스터\\phylla_bullet.act";
break;
case JT_EP20_RGAN_WARLOCK:
case JT_G_EP20_RGAN_WARLOCK:
sprite = "몬스터\\canon_bullet_3.spr";
action = "몬스터\\canon_bullet_3.act";
break;
case JT_MD_PRI_RIGEL_AC:
case JT_MD_PRI_RIGEL_ACS:
sprite = "몬스터\\RIGEL_BULLET.spr";
action = "몬스터\\RIGEL_BULLET.act";
break;
default:
sprite = "몬스터\\skel_archer_arrow.spr";
action = "몬스터\\skel_archer_arrow.act";
break;
}
this->SetSpriteName(ResourceMgr::Instance(), sprite);
this->SetActionName(ResourceMgr::Instance(), action);
this->speedScale = 1.0f;
this->render.position = *reinterpret_cast<const vector3d*>(b);
this->render.position.y -= 10.0f;
this->startPos = this->render.position;
this->targetAid = d;
this->render.visible = 0;
this->GetTargetPos(d, this->targetPos);
} else if (id == 64) {
this->SetSpriteName(ResourceMgr::Instance(), "몬스터\\skel_archer_arrow.spr");
this->SetActionName(ResourceMgr::Instance(), "몬스터\\skel_archer_arrow.act");
this->speedScale = 1.0f;
this->render.position = *reinterpret_cast<const vector3d*>(b);
this->render.position.y -= 10.0f;
this->startPos = this->render.position;
this->targetPos = *reinterpret_cast<const vector3d*>(d);
this->targetPos.y -= 10.0f;
this->render.visible = 0;
this->targetAid = 0;
} else {
this->CRenderObject::SendMsg(sender, message, a, b, c, d, e, f, g, h, i, 0, 0, 0, 0);
return;
}
this->render.unknown_008C = timeGetTime();
if ((static_cast<std::int64_t>(g) << 32 | static_cast<std::uint32_t>(f)) != 0) {
this->startFrame = *reinterpret_cast<const float*>(f);
}
}