Batch #3585 by willerthal: 0 byte-identical, 1 confirmed by peer review. - fn_18775 EffectLists::SpawnLevel99: logic confirmed by peer review Peer-reviewed-by: eAthena, Yommy, bigodeira Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
64 lines
1.9 KiB
C++
64 lines
1.9 KiB
C++
#ifndef RAGNAROK_SOURCE_CONTENTS_EFFECTS_EFFECTLISTS_H
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#define RAGNAROK_SOURCE_CONTENTS_EFFECTS_EFFECTLISTS_H
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#include "Contents/Effects/Effect.h"
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#include <cstddef>
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#include <cstdint>
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#include <list>
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#include <map>
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#include <string>
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#include <vector>
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#include "Utility/Math/Vector3d.h"
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class CRenderObject;
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struct CAllocator {
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virtual ~CAllocator() = default;
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virtual CEffect* Create() = 0;
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};
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class EffectLists {
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public:
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/* 0004 */ bool initialized;
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/* 0008 */ std::map<int, CAllocator*> allocators;
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/* 0010 */ std::map<int, std::list<CEffect*>> active;
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/* 0018 */ std::list<CEffect*> retired;
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/* 0020 */ std::map<int, std::vector<CEffect*>> indexed;
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virtual ~EffectLists();
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CEffect* Spawn(int actor, int id, float x, float y, float z, std::uint32_t sourceActor, int frame, unsigned char reuse, int instance);
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CEffect* Find(int actor, int id) const;
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CEffect* Find(int actor, int instance, int id) const;
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CEffect* At(int id, unsigned index) const;
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void Add(int actor, CEffect* effect);
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void Retire(CEffect* effect, unsigned char removeActive);
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void Retire(int actor, int id);
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void Retire(int actor, int instance, int id);
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void RetireActor(int actor);
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void Render();
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void Clear();
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void Release();
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void SpawnLevel99(CRenderObject* actor, unsigned char flag, int extra);
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};
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#if defined(_WIN32) && !defined(_WIN64)
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static_assert(sizeof(EffectLists) == 0x28);
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static_assert(offsetof(EffectLists, allocators) == 0x08);
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static_assert(offsetof(EffectLists, active) == 0x10);
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static_assert(offsetof(EffectLists, retired) == 0x18);
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static_assert(offsetof(EffectLists, indexed) == 0x20);
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#endif
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bool CreateEffectMgr();
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void DestroyEffectMgr();
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float DirectionAngle(float x, float z);
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double ScreenAngle(vector3d from, vector3d to);
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std::string CurrentMapScriptName();
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std::string EffectFunctionName(std::string name);
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extern EffectLists* g_effectMgr;
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#endif
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