rodecomp/Source/Contents/Actors/GroundScope.cpp
ragnarok-clanker c5802826d4 Decompile 11 functions in Source/Contents/Actors/GameActor.h, Source/Contents/Actors/GraffiSkill.cpp, ...
Batch #5431 by Yommy: 1 byte-identical, 10 confirmed by peer review.

- fn_24290 CEffectMaker::Render: byte-identical
- fn_24291 CGraffiSkill::Render: logic confirmed by peer review
- fn_24292 CGroundScope::Render: logic confirmed by peer review
- fn_24293 CMsgEffect::Render: logic confirmed by peer review
- fn_24295 CArrowEffect::SendMsg: logic confirmed by peer review
- fn_24296 CDummyEffectLauncher::SendMsg: logic confirmed by peer review
- fn_24297 CEffectMaker::SendMsg: logic confirmed by peer review
- fn_24298 CGraffiSkill::SendMsg: logic confirmed by peer review
- fn_24299 CGroundScope::SendMsg: logic confirmed by peer review
- fn_24300 CMandraAttackEffect::SendMsg: logic confirmed by peer review
- fn_24301 CMsgEffect::SendMsg: logic confirmed by peer review

Peer-reviewed-by: ntrl, bigodeira, willerthal, Snow, Lumen
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-30 13:56:17 +00:00

207 lines
6 KiB
C++

#include "Contents/Actors/GroundScope.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Mode/ModeMgr.h"
#include "Contents/Configuration/ServiceOptions.h"
#include "Contents/Ground/GroundGeometry.h"
#include "Contents/Ground/GroundRendering.h"
#include "Contents/Skills/SkillInfo.h"
#include "Contents/World/World.h"
#include "Render/Primitives/RenderQueues.h"
#include "Render/Projection/RenderProjection.h"
#include "Render/Renderer.h"
#include "Render/TextureQuad.h"
#include "Render/Textures/TextureCache.h"
#include <cmath>
#include <cstdint>
#include <windows.h>
#include <mmsystem.h>
// GLOBAL: gl_24678
int g_updateTick;
// OFFSET: 0x00E4C2F0
// FUNCTION: fn_24284
bool CGroundScope::OnProcess() {
if (this->m_lastingTime < timeGetTime()) {
return false;
}
return true;
}
// OFFSET: 0x00E4AE10
// FUNCTION: fn_24267
int CGroundScope::SkillScopeType(int skillId) {
switch (skillId) {
case 0x0B:
case 0x19:
case 0x2F:
case 0x45:
case 0x50:
case 0x56:
case 0x58:
case 0x6E:
case 0x81:
case 0x82:
case 0x89:
case 0x8C:
case 0x17D:
case 0x1E3:
case 0x8D5:
return 3;
case 0x11:
case 0x15:
case 0x46:
case 0x5B:
case 0x5C:
case 0x1E4:
case 0x302:
case 0x7D5:
case 0x7F0:
case 0x7FC:
return 5;
case 0x4F:
case 0x1DE:
case 0x2DD:
case 0x2E3:
case 0x8BD:
case 0x992:
case 0x994:
case 0x995:
case 0x996:
case 0x138E:
case 0x1395:
case 0x13A4:
case 0x13B2:
case 0x146B:
case 0x146D:
case 0x146E:
case 0x149F:
return 7;
case 0x53:
case 0x59:
case 0x2D3:
case 0x2DB:
case 0x301:
case 0x7D8:
case 0x8D4:
case 0x98E:
case 0x138C:
case 0x1462:
case 0x1466:
case 0x14C7:
case 0x14F9:
case 0x14FA:
case 0x14FB:
case 0x14FC:
case 0x14FD:
return 9;
case 0x55:
case 0x1461:
return 11;
case 0x2C4:
case 0x8A5:
return 18;
case 0x149E:
return 19;
case 0x2E0:
case 0x98F:
case 0x991:
return -2;
default:
return CSkillActionMgr::GetInstance()->ActionSlot14(skillId);
}
}
// OFFSET: 0x00E50000
// FUNCTION: fn_24292
void CGroundScope::Render(int argument) {
const int cellX = this->m_cellX;
const int cellY = this->m_cellY;
g_modeMgr.GetGameMode();
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
GroundGeometry* ground = mode->scene->ground;
const float center = static_cast<float>(this->m_size) * 0.5f;
const int half = this->m_size / 2;
const int left = cellX - half;
const int top = cellY - half;
const float sine = static_cast<float>(std::sin(static_cast<double>(this->m_angle)));
const float cosine = static_cast<float>(std::cos(static_cast<double>(this->m_angle)));
const std::uint32_t color = (static_cast<unsigned>(sine * 40.0f) << 24) + 0x80FFFFFF;
const RenderProjection projection = g_renderer->viewport.Projection();
const bool depthAlpha = g_renderer->fog.supported != 0;
GroundRenderContext context{
projection, g_renderer->primitives, g_renderer->queues, g_renderer->viewport.width, g_renderer->viewport.height, g_renderer->frame, depthAlpha,
g_depthStart, g_depthEnd
};
for (int row = 0; row < this->m_size; ++row) {
for (int column = 0; column < this->m_size; ++column) {
const float row0 = static_cast<float>(row) - center;
const float row1 = static_cast<float>(row + 1) - center;
const float column0 = static_cast<float>(column) - center;
const float column1 = static_cast<float>(column + 1) - center;
const float size = static_cast<float>(this->m_size);
float uv[8];
uv[0] = (row0 * sine + column0 * cosine + center) / size;
uv[1] = (row0 * cosine - column0 * sine + center) / size;
uv[2] = (row0 * sine + column1 * cosine + center) / size;
uv[3] = (row0 * cosine - column1 * sine + center) / size;
uv[4] = (row1 * sine + column0 * cosine + center) / size;
uv[5] = (row1 * cosine - column0 * sine + center) / size;
uv[6] = (row1 * sine + column1 * cosine + center) / size;
uv[7] = (row1 * cosine - column1 * sine + center) / size;
const char* name;
std::uint32_t tint = color;
if (this->m_skillId == 0x7F0) {
name = g_serviceOptions.Get(0xE5) ? "effect\\mineffect\\new_poisonsmoke\\new_poisonsmoke_cast\\poi_magic_circle_1.tga"
: "effect\\new_poisonsmoke\\new_poisonsmoke_cast\\poi_magic_circle_1.tga";
} else if (this->m_skillId == 0x8A5) {
name = "effect\\new_comet\\new_comet_cast_magicrune\\new_comet_cast_magicrune.tga";
} else if (this->m_skillId == 0x149E) {
name = "effect\\competentia\\competentia_cast_bottom\\com_rune_01.tga";
tint = static_cast<unsigned char>(static_cast<int>(static_cast<float>(color >> 24) * 0.6f)) << 24 | 0xFFFFFF;
} else {
name = "effect\\magic_target.tga";
}
CTexture* texture = g_texMgr.Load(name, 0, false, true, false);
ground->DrawGridDecal(*mode->scene->terrain, reinterpret_cast<const float*>(argument), left + column, top + row, tint, *texture, uv, context);
}
}
if (g_updateTick != 0) {
this->m_angle += this->m_angleSpeed;
}
}
// OFFSET: 0x00E50DB0
// FUNCTION: fn_24299
void CGroundScope::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) {
switch (static_cast<std::int64_t>(a) << 32 | static_cast<std::uint32_t>(message)) {
case 14:
this->m_cellX = b;
this->m_cellY = d;
return;
case 22:
this->unknown_0158 = b;
return;
case 115:
this->m_lastingTime = b;
return;
case 117:
this->m_size = this->SkillScopeType(b) + 2;
this->m_skillId = b;
this->m_angleSpeed = this->m_size != 0 ? 0.5f / static_cast<float>(this->m_size) : 0.0f;
return;
}
this->EffectActor::SendMsg(sender, message, a, b, c, d, e, f, g, h, i, 0, 0, 0, 0);
}