rodecomp/Source/Contents/Actors/RenderObject.cpp
ragnarok-clanker 53a52ebe71 Decompile fn_03052 (CCharacterNpc::Render)
Batch #5700 by willerthal: 0 byte-identical, 1 confirmed by peer review.

- fn_03052 CCharacterNpc::Render: logic confirmed by peer review

Peer-reviewed-by: ragnarok-clanker, kyoshi, Snow, SapitoSucio
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-30 14:45:02 +00:00

3378 lines
101 KiB
C++

#include "Contents/Actors/Npc.h"
#include "Contents/Actors/RenderObject.h"
#include "Client/Mode/ModeMgr.h"
#include "Client/Mode/CGameMode.h"
#include "Client/Session.h"
#include "Client/Replay.h"
#include "Contents/Camera/Camera.h"
#include "Contents/Actors/ActorStateFlags.h"
#include "Contents/Actors/CharacterRender.h"
#include "Contents/Actors/SpriteDrawingPolicy.h"
#include "Render/DX9/RendererDX9.h"
#include "Contents/Actors/GameActor.h"
#include "Contents/Actors/Pc.h"
#include "Contents/Actors/EffectActors.h"
#include "Contents/Configuration/ServiceOptions.h"
#include "Contents/Effects/Effect.h"
#include "Contents/Effects/EffectLists.h"
#include "Contents/Effects/EnergyOrbEffect.h"
#include "Contents/Effects/RagEffect.h"
#include "Contents/Effects/TetraBallEffect.h"
#include "Contents/GuildMgr.h"
#include "Contents/MapSkyMgr.h"
#include "Contents/Jobs/JobId.h"
#include "Contents/Jobs/JobInheritance.h"
#include "Contents/Messenger/ClientMessenger.h"
#include "Contents/Skills/SkillInfo.h"
#include "Contents/Sound/SoundMgr.h"
#include "Contents/World/World.h"
#include "Render/Primitives/LightmappedPrimitive.h"
#include "Render/Primitives/RenderPrimitive.h"
#include "Render/Renderer.h"
#include "Render/SpriteQuad.h"
#include "Render/TextureQuad.h"
#include "Render/Textures/Texture.h"
#include "Render/Textures/TextureCache.h"
#include "Resource/Models/GrannyModelResource.h"
#include "Resource/EmblemResource.h"
#include "Resource/ResourceMgr.h"
#include "Resource/Sprites/ActionResource.h"
#include "Resource/Sprites/SpriteResource.h"
#include "Resource/World/TerrainResource.h"
#include "Script/LuaScript.h"
#include "Utility/Math/AffineMatrix.h"
#include "Utility/Cipher/XorBytes.h"
#include "Utility/Math/ScalarConversion.h"
#include <algorithm>
#include <cstdint>
#include <cstdlib>
#include <cstring>
#include <list>
#include <string>
#include <vector>
#include <windows.h>
#include <timeapi.h>
struct CharacterRenderDrawItem {
int flags;
RenderCommand* command;
};
std::list<CharacterRenderDrawItem> sub_8105A0(unsigned char kind, char* useBounds);
// GLOBAL: gl_24798
int g_multiHitInterval = 200;
namespace {
template <std::size_t Length, std::uint64_t Key>
class EncryptedName {
public:
explicit EncryptedName(const std::uint8_t (&source)[Length]) : m_encrypted(true) {
for (std::uint64_t index = 0; index < Length; ++index) {
this->m_text[index] = source[index];
}
}
~EncryptedName() {
for (std::uint64_t index = 0; index < Length; ++index) {
this->m_text[index] = 0;
}
}
const char* Text() {
if (this->m_encrypted) {
utility::XorBytes(this->m_text, Length, Key);
this->m_encrypted = false;
}
return reinterpret_cast<const char*>(this->m_text);
}
private:
std::uint8_t m_text[Length];
bool m_encrypted;
};
}
struct GrannyActorLight {
/* 0000 */ vector3d direction;
/* 000C */ int intensity;
/* 0010 */ int red;
/* 0014 */ int green;
/* 0018 */ int blue;
};
class C3dGrannyGameActor : public CGameActor {
public:
explicit C3dGrannyGameActor(const char* name);
void SetAction(unsigned animation, int motion, int repeat) override;
void Slot08() override;
void Slot36() override;
int Slot37() override;
void Unused6860(int value);
void Unused7950(int value);
void SetModel(int job, int value, int unused);
void Render(int argument) override;
void RenderLit(int argument, const GrannyActorLight& light);
void RenderShadowed(int argument);
/* 0410 */ CTexture* emblemTexture;
/* 0414 */ C3dGrannyModelRes* model;
/* 0418 */ granny_model_instance* instance;
/* 041C */ RenderCommand* commands[30];
/* 0494 */ RenderVertex* vertices[30];
/* 050C */ granny_system_clock clock;
/* 051C */ granny_system_clock lastClock;
/* 052C */ float unknown_052C;
/* 0530 */ unsigned char unknown_0530[0x08];
/* 0538 */ float angle;
/* 053C */ unsigned char alpha;
/* 053D */ unsigned char unknown_053D[0x03];
/* 0540 */ unsigned brightness;
/* 0544 */ int motion;
/* 0548 */ unsigned char unknown_0548[0x04];
/* 054C */ char name[0x104];
/* 0650 */ int unknown_0650;
/* 0654 */ int unknown_0654;
/* 0658 */ granny_control* controls[20];
/* 06A8 */ unsigned char unknown_06A8;
/* 06A9 */ unsigned char unknown_06A9[0x03];
/* 06AC */ CTexture* meshTextures[30];
/* 0724 */ std::uint16_t* meshIndices[30];
/* 079C */ int meshTriangleCounts[30];
/* 0814 */ matrix meshTransforms[30];
/* 0DB4 */ unsigned char unknown_0DB4[0x04];
/* 0DB8 */ CTexture* texture;
/* 0DBC */ std::vector<vector3d> unknown_0DBC;
};
class CGrannyCorpse3d : public CGameObject {
public:
explicit CGrannyCorpse3d(const char* name);
~CGrannyCorpse3d() override;
bool OnProcess() override;
void Render(int argument) override;
/* 0010 */ vector3d position;
/* 001C */ C3dGrannyModelRes* model;
/* 0020 */ granny_model_instance* instance;
/* 0024 */ granny_control* control;
/* 0028 */ RenderCommand* commands[30];
/* 00A0 */ RenderVertex* vertices[30];
/* 0118 */ granny_system_clock clock;
/* 0128 */ granny_system_clock startClock;
/* 0138 */ float unknown_0138;
/* 013C */ unsigned char unknown_013C[4];
/* 0140 */ int tick;
/* 0144 */ float angle;
/* 0148 */ unsigned char alpha;
/* 0149 */ unsigned char unknown_0149[3];
/* 014C */ unsigned brightness;
/* 0150 */ char name[0x108];
};
#if defined(_WIN32) && !defined(_WIN64)
static_assert(offsetof(C3dGrannyGameActor, model) == 0x414);
static_assert(offsetof(C3dGrannyGameActor, unknown_052C) == 0x52C);
static_assert(offsetof(C3dGrannyGameActor, motion) == 0x544);
static_assert(offsetof(C3dGrannyGameActor, controls) == 0x658);
static_assert(offsetof(C3dGrannyGameActor, commands) == 0x41C);
static_assert(offsetof(C3dGrannyGameActor, vertices) == 0x494);
static_assert(offsetof(C3dGrannyGameActor, alpha) == 0x53C);
static_assert(offsetof(C3dGrannyGameActor, name) == 0x54C);
static_assert(offsetof(C3dGrannyGameActor, unknown_0650) == 0x650);
static_assert(offsetof(C3dGrannyGameActor, unknown_06A8) == 0x6A8);
static_assert(offsetof(C3dGrannyGameActor, texture) == 0xDB8);
static_assert(offsetof(C3dGrannyGameActor, angle) == 0x538);
static_assert(offsetof(C3dGrannyGameActor, brightness) == 0x540);
static_assert(offsetof(C3dGrannyGameActor, meshTextures) == 0x6AC);
static_assert(offsetof(C3dGrannyGameActor, meshTransforms) == 0x814);
static_assert(offsetof(C3dGrannyGameActor, unknown_0DBC) == 0xDBC);
static_assert(offsetof(CGrannyCorpse3d, tick) == 0x140);
static_assert(offsetof(CGrannyCorpse3d, alpha) == 0x148);
static_assert(offsetof(CGrannyCorpse3d, startClock) == 0x128);
static_assert(sizeof(CGrannyCorpse3d) == 0x258);
#endif
// OFFSET: 0x00CA8730
// FUNCTION: fn_20991
CRenderObject::CRenderObject() {
}
// OFFSET: 0x00CA8F90
// FUNCTION: fn_20998
CRenderObject::~CRenderObject() = default;
// OFFSET: 0x00CAFDC0
// FUNCTION: fn_21089
bool CRenderObject::OnProcess() {
return false;
}
// OFFSET: 0x00CB0500
// FUNCTION: fn_21094
void CRenderObject::Slot08() {
this->render.previousAnimation = this->render.animation + this->Get8Dir(this->render.angle);
g_modeMgr.GetGameMode();
const float frame = static_cast<float>(static_cast<double>(timeGetTime() - this->render.unknown_008C) / 24.0);
CActRes* action = this->render.action;
if (this->render.unknown_0070 == 0x2D) {
action = static_cast<CActRes*>(ResourceMgr::Instance().Load("인간족\\몸통\\여\\아크비숍_여2.Act"));
}
if (action == nullptr) {
return;
}
if (this->render.unknown_00D8 != 0) {
this->render.sequenceAnimation = this->render.sequenceAnimations[this->render.sequenceIndex];
this->render.sequenceFrame = this->render.sequenceFrames[this->render.sequenceIndex];
if (this->render.sequenceFinished != 0) {
this->render.animation = this->render.sequenceAnimations[4];
this->render.previousAnimation = this->render.sequenceAnimations[4] + this->Get8Dir(this->render.angle);
this->render.curMotion = this->render.sequenceFrames[4];
if (this->render.sequenceDeadline == 0) {
this->render.unknown_00D8 = 0;
this->render.unknown_006C = 1;
}
} else {
this->render.animation = this->render.sequenceAnimation;
this->render.previousAnimation = this->render.sequenceAnimation + this->Get8Dir(this->render.angle);
this->render.curMotion = this->render.sequenceFrame;
}
if (this->render.sequenceTimed == 0) {
return;
}
if (timeGetTime() >= this->render.sequenceDeadline) {
this->render.unknown_00D8 = 0;
this->render.sequenceDeadline = 0;
this->render.unknown_006C = 1;
this->render.isMotionFinished = true;
}
if (this->render.sequenceFinished == 0 && this->render.sequenceTick % this->render.unknown_00C2 == 0) {
++this->render.sequenceIndex;
}
if (this->render.sequenceIndex > this->render.sequenceLast) {
if (this->render.sequenceLoop != 0) {
++this->render.sequenceTick;
this->render.sequenceIndex = 0;
return;
}
this->render.sequenceIndex = this->render.sequenceLast;
this->render.sequenceFinished = 1;
}
++this->render.sequenceTick;
return;
}
if (this->render.unknown_00DC != 0) {
if (this->render.sequenceFinished != 0) {
this->render.animation = this->render.sequenceFinishAnimation;
this->render.previousAnimation = this->render.sequenceFinishAnimation + this->Get8Dir(this->render.angle);
this->render.curMotion = this->render.sequenceFinishFrame;
if (this->render.sequenceDeadline == 0) {
this->render.unknown_00C8 = 0;
this->render.unknown_006C = 1;
}
} else {
this->render.animation = this->render.sequenceAnimation;
this->render.previousAnimation = this->render.sequenceAnimation + this->Get8Dir(this->render.angle);
this->render.curMotion = this->render.sequenceFrame;
}
if (this->render.sequenceTimed == 0) {
return;
}
if (timeGetTime() >= this->render.sequenceDeadline) {
this->render.unknown_00C8 = 0;
this->render.sequenceDeadline = 0;
this->render.unknown_006C = 1;
this->render.isMotionFinished = true;
}
if (this->render.sequenceFinished == 0) {
if (this->render.unknown_00FCBytes[2] == 3) {
this->render.sequenceFrame =
static_cast<unsigned char>(~static_cast<int>(frame * -2.0f / this->render.speed) - this->render.sequenceLast);
} else {
this->render.sequenceFrame = static_cast<unsigned char>(static_cast<int>((frame + frame) / this->render.speed));
}
}
if (this->render.sequenceFrame > this->render.sequenceLast) {
if (this->render.unknown_00FCBytes[2] == 2) {
++this->render.sequenceTick;
this->render.unknown_00FCBytes[2] = 3;
this->render.sequenceFrame = 0;
return;
}
this->render.unknown_00FCBytes[2] = 0;
this->render.sequenceFrame = this->render.sequenceLast;
this->render.sequenceFinished = 1;
}
++this->render.sequenceTick;
return;
}
if (this->render.unknown_00C8 != 0) {
if (this->render.sequenceFinished != 0) {
this->render.animation = this->render.sequenceFinishAnimation;
this->render.previousAnimation = this->render.sequenceFinishAnimation + this->Get8Dir(this->render.angle);
this->render.curMotion = this->render.sequenceFinishFrame;
if (this->render.sequenceDeadline == 0) {
this->render.unknown_00C8 = 0;
this->render.unknown_006C = 1;
}
} else {
this->render.animation = this->render.sequenceAnimation;
this->render.previousAnimation = this->render.sequenceAnimation + this->Get8Dir(this->render.angle);
this->render.curMotion = this->render.sequenceFrame;
}
if (this->render.sequenceTimed == 0) {
return;
}
if (timeGetTime() >= this->render.sequenceDeadline) {
this->render.unknown_00C8 = 0;
this->render.sequenceDeadline = 0;
this->render.unknown_006C = 1;
this->render.isMotionFinished = true;
}
if (this->render.sequenceFinished == 0 && this->render.sequenceTick % this->render.unknown_00C2 == 0) {
if (this->render.sequenceLoop != 0 && this->render.sequenceFinishAnimation == 0 && this->render.sequenceFinishFrame != 0) {
--this->render.sequenceFrame;
this->render.sequenceFinishFrame = 0;
} else {
++this->render.sequenceFrame;
}
}
if (this->render.sequenceFrame > this->render.sequenceLast) {
if (this->render.sequenceLoop == 0) {
this->render.sequenceFinished = 1;
this->render.sequenceFrame = this->render.sequenceLast;
} else if (this->render.sequenceFinishAnimation == 0) {
this->render.sequenceFinishFrame = 1;
++this->render.sequenceTick;
this->render.sequenceFrame = this->render.sequenceIndex + 1;
return;
} else {
this->render.sequenceFrame = this->render.sequenceIndex;
}
}
++this->render.sequenceTick;
return;
}
if (this->render.isMotionFinished || this->render.isMotionFreezed) {
const int last = static_cast<int>(action->FrameCount(this->render.previousAnimation)) - 1;
if (this->render.curMotion > last) {
this->render.curMotion = last;
}
return;
}
int count;
int motion;
float progress;
switch (this->render.unknown_006C) {
case 0:
this->render.curMotion =
static_cast<int>(frame / this->render.speed) % static_cast<int>(action->FrameCount(this->render.previousAnimation));
return;
case 1:
count = static_cast<int>(action->FrameCount(this->render.previousAnimation));
progress = frame / this->render.speed;
motion = static_cast<int>(progress);
break;
case 2: {
if (this->render.unknown_0070 != 2) {
return;
}
count = static_cast<int>(action->FrameCount(this->render.previousAnimation));
float elapsed = frame;
motion = static_cast<int>(frame / this->render.speed);
if (motion == 2 || motion == 3) {
elapsed = this->render.speed * 4.0f;
motion = 4;
}
progress = elapsed / this->render.speed;
break;
}
default:
return;
}
this->render.curMotion = motion % count;
progress /= static_cast<float>(count);
if (progress >= 1.0f) {
this->render.curMotion = count - 1;
if (progress >= this->render.unknown_0060) {
this->render.isMotionFinished = true;
}
}
}
// OFFSET: 0x00CB0AD0
// FUNCTION: fn_21096
void CRenderObject::PlayFrameSounds() {
int lastMotion = static_cast<int>(this->render.unknown_0044);
if (lastMotion != this->render.curMotion || this->render.unknown_0040 != static_cast<std::uint32_t>(this->render.animation)) {
if (this->render.unknown_0040 != static_cast<std::uint32_t>(this->render.animation)) {
this->render.unknown_0044 = 0;
lastMotion = 0;
}
CActRes* action = this->render.action;
if (lastMotion < this->render.curMotion) {
for (int motion = lastMotion + 1; motion <= this->render.curMotion; ++motion) {
const ActionFrame& actionFrame = action->Frame(this->render.previousAnimation, motion);
if (actionFrame.sound != -1) {
std::string sound = action->Sound(actionFrame.sound);
if (sound.find(".wav", 0) != std::string::npos) {
CWorld* world = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene;
const vector3d& player = reinterpret_cast<const CRenderObject*>(world->player)->render.position;
g_soundMgr->PlayWave(
sound.c_str(), this->render.position.x - player.x, 0.0f, this->render.position.z - player.z, 250, 40, 1.0f, 0
);
}
}
}
} else if (lastMotion > this->render.curMotion) {
const int count = static_cast<int>(action->FrameCount(this->render.previousAnimation));
lastMotion = static_cast<int>(this->render.unknown_0044);
if (lastMotion >= count) {
lastMotion = count - 1;
this->render.unknown_0044 = static_cast<std::uint32_t>(lastMotion);
}
for (int motion = lastMotion + 1; motion < count; ++motion) {
const ActionFrame& actionFrame = action->Frame(this->render.previousAnimation, motion);
if (actionFrame.sound != -1) {
std::string sound = action->Sound(actionFrame.sound);
if (sound.find(".wav", 0) != std::string::npos) {
CWorld* world = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene;
const vector3d& player = reinterpret_cast<const CRenderObject*>(world->player)->render.position;
g_soundMgr->PlayWave(
sound.c_str(), this->render.position.x - player.x, 0.0f, this->render.position.z - player.z, 250, 40, 1.0f, 0
);
}
}
}
for (int motion = 0; motion <= this->render.curMotion; ++motion) {
const ActionFrame& actionFrame = action->Frame(this->render.previousAnimation, motion);
if (actionFrame.sound != -1) {
std::string sound = action->Sound(actionFrame.sound);
if (sound.find(".wav") != std::string::npos) {
CWorld* world = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene;
const vector3d& player = reinterpret_cast<const CRenderObject*>(world->player)->render.position;
g_soundMgr->PlayWave(
sound.c_str(), this->render.position.x - player.x, 0.0f, this->render.position.z - player.z, 250, 40, 1.0f, 0
);
}
}
}
}
}
this->render.unknown_0044 = static_cast<std::uint32_t>(this->render.curMotion);
this->render.unknown_0040 = static_cast<std::uint32_t>(this->render.animation);
}
// OFFSET: 0x00CBF920
// FUNCTION: fn_21115
void CRenderObject::SendMsg(CGameObject*, int, int, int, int, int, int, int, int, int, int, int, int, int, int) {
}
// OFFSET: 0x00CBF930
// FUNCTION: fn_21116
void CRenderObject::SetActionName(ResourceMgr& resources, const char* name) {
if (this->render.action) {
this->render.action->Unlock();
}
this->render.action = static_cast<CActRes*>(resources.Load(name));
if (this->render.action) {
this->render.action->Lock();
}
}
// OFFSET: 0x00CC2D40
// FUNCTION: fn_21144
void CRenderObject::SetRenderInfo(const float*, float, float) {
}
// OFFSET: 0x00CC2DA0
// FUNCTION: fn_21146
void CGameActor::SetUnknown0260(int value) {
this->unknown_0260 = value & 1;
}
// OFFSET: 0x00CC2E00
// FUNCTION: fn_21151
void CRenderObject::SetSpriteName(ResourceMgr& resources, const char* name) {
if (this->render.sprite) {
this->render.sprite->Unlock();
}
this->render.sprite = static_cast<CSprRes*>(resources.Load(name));
if (this->render.sprite) {
this->render.sprite->Lock();
}
}
// OFFSET: 0x00CC3DC0
// FUNCTION: fn_21154
void CRenderObject::SetTlvert(float x, float y) {
this->render.screenX = TruncateToInt(x);
this->render.screenY = TruncateToInt(y);
}
// OFFSET: 0x00CBFAE0
// FUNCTION: fn_21118
void CRenderObject::SetAction(unsigned animation, int, int repeat) {
float speed = this->render.action->Speed(animation);
if (g_replayAnimationScaling != 0) {
speed *= Replay::Instance().AnimationScale();
}
if (speed > 0.0f) {
this->render.speed = speed;
}
if (this->render.speed < 1.0f) {
if (g_replayAnimationScaling != 0) {
speed = Replay::Instance().AnimationScale();
if (speed > 0.0f) {
this->render.speed = speed;
}
} else {
this->render.speed = 1.0f;
}
}
speed = this->render.speed * this->render.unknown_0064;
if (g_replayAnimationScaling != 0) {
speed *= Replay::Instance().AnimationScale();
}
if (speed > 0.0f) {
this->render.speed = speed;
}
this->render.animation = animation;
this->render.previousAnimation = animation;
this->render.curMotion = 0;
this->render.unknown_006C = repeat;
this->render.isMotionFinished = 0;
this->render.unknown_0060 = 1.0f;
this->render.unknown_0064 = 1.0f;
this->render.unknown_00C8 = 0;
this->render.unknown_00D8 = 0;
this->render.unknown_00DC = 0;
}
// OFFSET: 0x00CBFC00
// FUNCTION: fn_21119
void CRenderObject::SetColor(int alpha, int red, int green, int blue) {
if (alpha != -1) {
this->render.color = (this->render.color & 0x00FFFFFFu) | (static_cast<std::uint32_t>(alpha) << 24);
}
if (red != -1) {
this->render.color = (this->render.color & 0xFF00FFFFu) | ((static_cast<std::uint32_t>(red) & 0xFFu) << 16);
}
if (green != -1) {
this->render.color = (this->render.color & 0xFFFF00FFu) | ((static_cast<std::uint32_t>(green) & 0xFFu) << 8);
}
if (blue != -1) {
this->render.color = (this->render.color & 0xFFFFFF00u) | static_cast<unsigned char>(blue);
}
}
// OFFSET: 0x00CAF050
// FUNCTION: fn_21078
void CRenderObject::ModifyArgb(int alpha, int red, int green, int blue) {
if (this->render.unknown_00A3 == 0) {
unsigned char* argb = reinterpret_cast<unsigned char*>(&this->render.color);
int newAlpha = argb[3] + alpha;
int newRed = argb[2] + red;
int newGreen = argb[1] + green;
int newBlue = argb[0] + blue;
argb[3] = static_cast<unsigned char>(std::min(std::max(newAlpha, 0), 255));
argb[2] = static_cast<unsigned char>(std::min(std::max(newRed, 0), 255));
argb[1] = static_cast<unsigned char>(std::min(std::max(newGreen, 0), 255));
argb[0] = static_cast<unsigned char>(std::min(std::max(newBlue, 0), 255));
}
}
// OFFSET: 0x00CC1C20
// FUNCTION: fn_21125
void CGameActor::SetUnknown0305(unsigned char value, int extra) {
this->unknown_0305 = value;
this->unknown_0308 = extra;
}
// OFFSET: 0x00CC1D20
// FUNCTION: fn_21127
void CGameActor::RaiseUnknown03C8(int value) {
if (value > 0 && this->unknown_03C8 < value) {
this->unknown_03C8 = value;
}
}
// OFFSET: 0x00CC1E70
// FUNCTION: fn_21130
void CRenderObject::SetSequenceDeadline(std::uint32_t duration) {
this->render.sequenceDeadline = timeGetTime() + duration;
}
// OFFSET: 0x00CC1E90
// FUNCTION: fn_21131
void CRenderObject::SetSequenceInterval(unsigned char interval) {
this->render.unknown_00C2 = interval;
}
// OFFSET: 0x00CC1EA0
// FUNCTION: fn_21132
void CRenderObject::SetAnimationSequence(
unsigned char animation0, unsigned char frame0, unsigned char animation1, unsigned char frame1,
unsigned char animation2, unsigned char frame2, unsigned char animation3, unsigned char frame3,
unsigned char animation4, unsigned char frame4, int timed, std::uint32_t duration, int loop
) {
this->render.sequenceAnimations[0] = animation0;
this->render.sequenceFrames[0] = frame0;
this->render.sequenceAnimations[1] = animation1;
this->render.sequenceFrames[1] = frame1;
this->render.sequenceAnimations[2] = animation2;
this->render.sequenceFrames[2] = frame2;
this->render.sequenceAnimations[3] = animation3;
this->render.sequenceFrames[3] = frame3;
this->render.sequenceAnimations[4] = animation4;
this->render.sequenceFrames[4] = frame4;
this->render.sequenceAnimation = animation0;
this->render.sequenceFrame = frame0;
this->render.sequenceIndex = 0;
this->render.sequenceLast = 4;
this->render.sequenceLoop = loop;
this->render.sequenceTimed = timed;
this->render.sequenceFinished = 0;
this->render.unknown_00D8 = 1;
this->render.unknown_00C8 = 0;
this->render.unknown_00DC = 0;
this->render.sequenceDeadline = timed != 0 ? timeGetTime() + duration : 0;
this->render.sequenceTick = 1;
}
// OFFSET: 0x00CC1FA0
// FUNCTION: fn_21133
void CRenderObject::SetFrameSequence(
unsigned char animation, unsigned char firstFrame, unsigned char lastFrame, unsigned char finishAnimation,
unsigned char finishFrame, int timed, std::uint32_t duration, int loop
) {
this->render.sequenceAnimation = animation;
this->render.sequenceFrame = firstFrame;
this->render.sequenceIndex = firstFrame;
this->render.sequenceLast = lastFrame;
this->render.sequenceFinishAnimation = finishAnimation;
this->render.sequenceFinishFrame = finishFrame;
this->render.sequenceLoop = loop;
this->render.sequenceTimed = timed;
this->render.sequenceFinished = 0;
this->render.unknown_00C8 = 1;
this->render.unknown_00DC = 0;
this->render.unknown_00D8 = 0;
this->render.sequenceDeadline = timed != 0 ? timeGetTime() + duration : 0;
this->render.sequenceTick = 1;
}
// OFFSET: 0x00CC2050
// FUNCTION: fn_21134
void CGameActor::SetUnknown02E4(int value) {
this->unknown_02E4 = value;
}
// OFFSET: 0x00CC2780
// FUNCTION: fn_21140
void CRenderObject::SetAnimationSpeed(float speed) {
if (g_replayAnimationScaling != 0) {
speed *= Replay::Instance().AnimationScale();
}
if (speed > 0.0f) {
this->render.speed = speed;
}
}
// OFFSET: 0x00CC2810
// FUNCTION: fn_21142
void CGameActor::SetUnknown02C8(int value) {
this->unknown_02C8 = value;
}
// OFFSET: 0x00CBF970
// FUNCTION: fn_21117
void CGameActor::SetAction(unsigned animation, int motion, int repeat) {
if (this->unknown_0314 == 7) {
if (!this->render.action || static_cast<int>(this->render.action->animations.size()) <= static_cast<int>(animation)) {
return;
}
}
CRenderObject::SetAction(animation, motion, repeat);
this->unknown_0238 = 0;
this->unknown_0378 = -1.0f;
}
// OFFSET: 0x00CC15F0
// FUNCTION: fn_21121
int CRenderObject::HoverHeight() {
this->render.unknown_00F8 += 2;
if (this->render.unknown_00F8 >= 360) {
this->render.unknown_00F8 -= 360;
}
const short angle = this->render.unknown_00F8;
const int state = this->render.unknown_0070;
if (state == 0 || state == 1 || (this->render.flags & 0x40000) != 0) {
if (this->render.unknown_00FA < 20) {
if (angle % 30 == 0) {
++this->render.unknown_00FA;
}
} else if (this->render.unknown_00FA > 20 && angle % 30 == 0) {
--this->render.unknown_00FA;
}
} else if (state == 6) {
if (this->render.unknown_00FA < 100) {
if (angle % 30 == 0) {
++this->render.unknown_00FA;
}
} else if (this->render.unknown_00FA > 100 && angle % 30 == 0) {
--this->render.unknown_00FA;
}
} else if (this->render.unknown_00FA != 0) {
--this->render.unknown_00FA;
}
const short height = static_cast<short>(ClientSine(angle) * 4.0f + this->render.unknown_00FA);
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
const short scaled = static_cast<short>(400.0f / mode->camera->camera.desiredDistance * height);
return scaled < 0 ? 0 : scaled;
}
// OFFSET: 0x00CC1740
// FUNCTION: fn_21122
void CRenderObject::DrawStatusOverlays(SpriteQuad quad, const std::uint32_t* palette) {
if ((this->render.flags & 0x100) != 0) {
const short level = this->render.unknown_00F4;
bool draw = true;
if (level <= 5) {
quad.color = (static_cast<short>(level * 50) << 24) + 0xFFFFFF;
} else if (level <= 8) {
quad.color = 0xFFFFFFFF;
} else if (level <= 11) {
quad.color = (static_cast<short>(895 - level * 80) << 24) + 0xFFFFFF;
} else {
draw = false;
}
if (draw) {
this->DrawQuad(quad, palette, 5, 0.0f, 0.0f, 0);
}
}
if ((this->render.flags & 0x4000) != 0) {
this->DrawTintedQuad(quad, 5, 5, 255, palette);
}
if ((this->render.flags & 0x40000) != 0) {
this->DrawTintedQuad(quad, 255, 5, 5, palette);
}
}
// OFFSET: 0x00CC1810
// FUNCTION: fn_21123
void CRenderObject::ScaleByPulse(float& scale) const {
if ((this->render.flags & 0x10) != 0) {
const unsigned index = std::max(this->render.pulsePhases[0] * 4u + 90u, 90u);
if (index < 270) {
scale = ((ClientSine(index) + 1.0f) * 0.25f + 0.5f) * scale;
} else {
scale = scale * 0.5f;
}
}
if ((this->render.flags & 0x400) != 0) {
const unsigned index = std::max(this->render.pulsePhases[1] * 4u + 90u, 90u);
if (index < 270) {
scale = (1.5f - (ClientSine(index) + 1.0f) * 0.25f) * scale;
} else {
scale = scale * 1.5f;
}
}
}
// OFFSET: 0x00CC18F0
// FUNCTION: fn_21124
void CRenderObject::ApplySwing(int mode, int& x, int& y, int& outX, int& outY) const {
if ((this->render.flags & 0x40) == 0) {
return;
}
const int swing = static_cast<int>(180.0f - ClientSine(this->render.unknown_00F4 * 5 + 90) * 180.0f);
const int angle = swing >= 360 ? swing - 360 : swing;
if (mode == 1) {
x = static_cast<int>(ClientSine(angle) * 40.0f + x);
y = static_cast<int>(y - (ClientCosine(angle) * 40.0f - 40.0f));
outX = x;
outY = y;
} else if (mode >= 2) {
x = static_cast<int>(ClientSine(angle) * 10.0f + x);
y = static_cast<int>(y - (ClientCosine(angle) * 10.0f - 10.0f));
}
}
// OFFSET: 0x00CC1C40
// FUNCTION: fn_21126
void CRenderObject::DrawTintedQuad(SpriteQuad& quad, short red, short green, short blue, const std::uint32_t* palette) {
const unsigned char phase = this->render.unknown_00F6;
if (phase <= 10) {
quad.color = (((((phase * 15) << 8) + red) << 8) + green << 8) + blue;
} else if (phase <= 20) {
quad.color = ((((0xA0 << 8) + red) << 8) + green << 8) + blue;
} else if (phase <= 50) {
const short alpha = static_cast<short>((51 - phase) * 5);
quad.color = ((((alpha << 8) + red) << 8) + green << 8) + blue;
}
if (this->render.unknown_00F6 <= 50) {
this->DrawQuad(quad, palette, 5, 0.0f, 0.0f, 0);
this->DrawQuad(quad, palette, 5, 0.0f, 0.0f, 0);
}
}
// OFFSET: 0x00CC2240
// FUNCTION: fn_21138
void CRenderObject::SetInstantValue(int key, std::int64_t value) {
this->render.instant.Set(key, value);
}
// OFFSET: 0x00CC2060
// FUNCTION: fn_21135
void CGameActor::Slot49(int guildId, int version) {
if (guildId <= 0) {
return;
}
this->guildId = guildId;
if (this->GetEffectiveJob(-1) != 20269) {
if (this->GetEffectiveJob(-1) != JT_GUILD_FLAG && version <= 0) {
return;
}
if (!g_session.IsNpcJob(this->GetEffectiveJob(-1)) && !g_session.IsPlayerJobId(this->GetEffectiveJob(-1)) &&
!g_session.IsGuardianJob(this->GetEffectiveJob(-1)) && this->GetEffectiveJob(-1) != JT_GUILD_FLAG &&
this->GetEffectiveJob(-1) != JT_EMPELIUM) {
return;
}
}
g_guildMgr->SetEmblemVersion(guildId, version);
}
// OFFSET: 0x00CC21F0
// FUNCTION: fn_21136
void CGameActor::Slot30() {
}
// OFFSET: 0x00CC27C0
// FUNCTION: fn_21141
void CGameActor::SetUnknown0318(const float* value, int index) {
if (index == 0) {
std::memcpy(this->unknown_0318, value, sizeof(this->unknown_0318));
} else if (index == 1) {
std::memcpy(this->unknown_0348, value, sizeof(this->unknown_0348));
}
}
// OFFSET: 0x00CC2D50
// FUNCTION: fn_21145
void CGameActor::SetUnknown0330(const float* value, int index) {
if (index == 0) {
std::memcpy(this->unknown_0330, value, sizeof(this->unknown_0330));
} else if (index == 1) {
std::memcpy(this->unknown_0360, value, sizeof(this->unknown_0360));
}
}
// OFFSET: 0x00CC2DC0
// FUNCTION: fn_21147
void CGameActor::Slot25(int) {
}
// OFFSET: 0x00CC2DD0
// FUNCTION: fn_21148
void CGameActor::Slot18(int, int, int) {
}
// OFFSET: 0x00CC2DE0
// FUNCTION: fn_21149
void CGameActor::Slot22(int) {
}
// OFFSET: 0x00CC2DF0
// FUNCTION: fn_21150
void CGameActor::Slot21(int) {
}
// OFFSET: 0x00CC2E40
// FUNCTION: fn_21152
void CGameActor::Slot23(int, int) {
}
// OFFSET: 0x00CA9E50
// FUNCTION: fn_21013
void CRenderObject::DrawBlurCopies(
const SpriteFrameCell& cell, const int* box, float offset, float bottomRhw, float topRhw, const std::uint32_t* palette,
const SpriteRleImage* image, float scale, short shift
) {
if ((this->render.flags & 0x1000) == 0) {
return;
}
bottomRhw += 0.1f;
topRhw += 0.1f;
SpriteQuad quad;
for (int direction = 1; direction < 5; ++direction) {
const float distance = static_cast<float>(this->render.unknown_00F4) * scale;
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
short alpha = static_cast<short>((30 - this->render.unknown_00F4) * 5);
if (alpha < 0) {
alpha = 0;
}
const float spread = 400.0f / mode->camera->camera.desiredDistance * distance;
if (direction == 1) {
quad.top = static_cast<float>(box[1]);
quad.left = static_cast<float>(box[0]) + offset + spread;
quad.bottom = static_cast<float>(box[3]);
quad.right = static_cast<float>(box[2]) + offset + spread;
} else if (direction == 2) {
quad.top = static_cast<float>(box[1]);
quad.left = static_cast<float>(box[0]) + offset - spread;
quad.bottom = static_cast<float>(box[3]);
quad.right = static_cast<float>(box[2]) + offset - spread;
} else if (direction == 3) {
quad.top = static_cast<float>(box[1]) + spread;
quad.bottom = static_cast<float>(box[3]) + spread;
quad.left = static_cast<float>(box[0]) + offset;
quad.right = static_cast<float>(box[2]) + offset;
} else if (direction == 4) {
quad.top = static_cast<float>(box[1]) - spread;
quad.bottom = static_cast<float>(box[3]) - spread;
quad.left = static_cast<float>(box[0]) + offset;
quad.right = static_cast<float>(box[2]) + offset;
}
quad.color = (alpha << 24) + 0xFFFFFF;
quad.image = image;
quad.top -= static_cast<float>(shift);
quad.bottom -= static_cast<float>(shift);
quad.bottomRhw = bottomRhw;
quad.topRhw = topRhw;
quad.angle = static_cast<float>(cell.unknown_001C + static_cast<int>(this->render.unknown_007C));
this->DrawQuad(quad, palette, 0x201, 0.0f, 0.0f, 0);
}
}
// OFFSET: 0x00CAA1F0
// FUNCTION: fn_21015
void CRenderObject::JitterBounds(float* output, const int* input, float offset, int spread, int base) {
if ((this->render.flags & 0x2000) == 0) {
return;
}
float jitter[4];
for (int index = 0; index < 4; ++index) {
int value = 0;
if (spread != 0) {
const int remainder = rand() % spread;
if (remainder >= 0) {
value = remainder;
}
}
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
jitter[index] = 400.0f / mode->camera->camera.desiredDistance * static_cast<float>(value - base);
}
output[0] = static_cast<float>(input[1]) + jitter[0];
output[2] = static_cast<float>(input[3]) + jitter[1];
output[1] = static_cast<float>(input[0]) + offset + jitter[2];
output[3] = static_cast<float>(input[2]) + offset + jitter[3];
}
// OFFSET: 0x00CAA2E0
// FUNCTION: fn_21016
void CRenderObject::DrawJitterTrail(
SpriteQuad& quad, const SpriteFrameCell& cell, const int* box, float offset, float bottomRhw, float topRhw,
const std::uint32_t* palette, const SpriteRleImage* image, int blend, short shift
) {
if ((this->render.flags & 0x200) == 0) {
return;
}
unsigned char& phaseTick = this->render.unknown_00ECBytes[3];
++phaseTick;
if (phaseTick >= 200) {
phaseTick -= 200;
}
for (int step = 5; step < 25; step += 5) {
float phase = static_cast<float>(phaseTick) * 0.1f + static_cast<float>(step);
if (phase >= 20.0f) {
phase -= 20.0f;
}
const std::uint16_t alpha = static_cast<std::uint16_t>(100.0f - phase * 5.0f);
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
const float spread = 400.0f / mode->camera->camera.desiredDistance * phase;
SpriteQuad trail;
trail.top = static_cast<float>(box[1]) - spread - static_cast<float>(shift);
trail.bottom = static_cast<float>(box[3]) + spread - static_cast<float>(shift);
float left = static_cast<float>(box[0]) + offset;
float right = static_cast<float>(box[2]) + offset;
if (left > right) {
left += spread;
right -= spread;
} else {
left -= spread;
right += spread;
}
trail.left = left;
trail.right = right;
trail.image = image;
trail.color = (static_cast<short>(alpha) << 24) + 0xFFFFFF;
trail.bottomRhw = bottomRhw - spread * 0.000005f - 0.00001f;
trail.topRhw = topRhw - spread * 0.000005f - 0.00001f;
trail.angle = static_cast<float>(static_cast<int>(this->render.unknown_007C) + cell.unknown_001C);
if (blend != 5) {
this->DrawQuad(trail, palette, blend, 0.0f, 0.0f, 0);
}
}
quad.color = 0x96FFFFFF;
}
// OFFSET: 0x00CAA0A0
// FUNCTION: fn_21014
void CRenderObject::DrawPulseOutline(
const SpriteFrameCell& cell, const int* box, float offset, float bottomRhw, float topRhw,
const std::uint32_t* palette, const SpriteRleImage* image, std::uint32_t color
) {
if ((this->render.flags & 8) == 0) {
return;
}
unsigned char& phase = this->render.unknown_00ECBytes[2];
++phase;
if (phase > 180) {
phase = 0;
}
const float pulse = g_sinTable[phase] * 1.5f + 5.0f;
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
const float spread = 400.0f / mode->camera->camera.desiredDistance * pulse;
SpriteQuad outline;
outline.top = static_cast<float>(box[1]) - spread;
outline.bottom = static_cast<float>(box[3]) + spread;
float left = static_cast<float>(box[0]) + offset;
float right = static_cast<float>(box[2]) + offset;
if (left > right) {
left += spread;
right -= spread;
} else {
left -= spread;
right += spread;
}
outline.left = left;
outline.right = right;
outline.bottomRhw = bottomRhw - 0.00005f;
outline.topRhw = topRhw - 0.00005f;
outline.image = image;
outline.color = color;
outline.angle = static_cast<float>(cell.unknown_001C + static_cast<int>(this->render.unknown_007C));
this->DrawQuad(outline, palette, 5, 0.0f, 0.0f, 0);
}
// OFFSET: 0x00CAFEE0
// FUNCTION: fn_21090
void CGameActor::ProcessBodyState() {
switch (this->bodyState) {
case BODYSTATE_FREEZING:
case BODYSTATE_STONECURSE:
this->render.isMotionFreezed = true;
break;
}
}
// OFFSET: 0x0077E3A0
// FUNCTION: fn_08455
int CGameActor::GetShield() {
return -1;
}
// OFFSET: 0x005A1280
// FUNCTION: fn_03042
void CGameActor::Slot62(int value) {
this->SetUnknown0260(value);
}
// OFFSET: 0x005A1290
// FUNCTION: fn_03043
int CGameActor::Slot46() {
return 0;
}
// OFFSET: 0x005A12A0
// FUNCTION: fn_03044
std::uint32_t CGameActor::Slot13() {
return this->stateFlags;
}
// OFFSET: 0x005A12B0
// FUNCTION: fn_03045
int CGameActor::Slot50() {
return this->guildId;
}
// OFFSET: 0x005A12C0
// FUNCTION: fn_03046
float* CGameActor::GetExtent(float* extent) const {
extent[0] = 0.0f;
extent[1] = 0.0f;
return extent;
}
// OFFSET: 0x005A12E0
// FUNCTION: fn_03047
bool CGameActor::Slot58() {
return false;
}
// OFFSET: 0x005A12F0
// FUNCTION: fn_03048
void CGameActor::Slot45() {
int radius = 0;
g_session.m_hotkeyScript->Call("GetNpcLocationRadius", "d>d", this->GetEffectiveJob(-1), &radius);
}
// OFFSET: 0x005A13B0
// FUNCTION: fn_03049
int CGameActor::Slot56() {
return 0;
}
// OFFSET: 0x005A13C0
// FUNCTION: fn_03050
int CGameActor::Slot42() {
return 0;
}
// OFFSET: 0x005A13D0
// FUNCTION: fn_03051
std::int64_t CGameActor::Slot35() {
return -1;
}
// OFFSET: 0x005A1930
// FUNCTION: fn_45454
void CGameActor::Slot44(int, int) {
}
// OFFSET: 0x005A1960
// FUNCTION: fn_03054
void CGameActor::Slot48(int value) {
this->guildId = value;
}
// OFFSET: 0x005A1990
// FUNCTION: fn_03057
void CGameActor::Slot40(int) {
}
// OFFSET: 0x005A19B0
// FUNCTION: fn_03059
void CGameActor::Slot59(bool) {
}
// OFFSET: 0x005A19C0
// FUNCTION: fn_03060
void CGameActor::Slot57(int) {
}
// OFFSET: 0x005A19D0
// FUNCTION: fn_03061
void CGameActor::Slot41(int, int) {
}
// OFFSET: 0x005A19E0
// FUNCTION: fn_03062
void CGameActor::Slot47(unsigned char value) {
this->unknown_02CC = value;
}
// OFFSET: 0x005A1A40
// FUNCTION: fn_03068
void CGameActor::Slot60() {
}
// OFFSET: 0x005A1A70
// FUNCTION: fn_03071
void CGameActor::Slot43(int, int) {
}
// OFFSET: 0x00CABD40
// FUNCTION: fn_21037
int CGameActor::Slot37() {
const CActRes* action = this->render.action;
const int count = static_cast<int>(action->FrameCount(this->render.previousAnimation));
for (int frame = 0; frame < count; ++frame) {
const int sound = action->Frame(this->render.previousAnimation, frame).sound;
if (sound != -1 && std::strcmp(action->Sound(sound), "atk") == 0) {
return frame;
}
}
return count - (count != 1 ? 2 : 1);
}
// OFFSET: 0x00CACEF0
// FUNCTION: fn_21048
float* CGameActor::Slot51(int index) {
if (index == 0) {
return this->unknown_0318;
}
if (index == 1) {
return this->unknown_0348;
}
return nullptr;
}
// OFFSET: 0x00CAD480
// FUNCTION: fn_21052
float* CGameActor::Slot53(int index) {
if (index == 0) {
return this->unknown_0330;
}
if (index == 1) {
return this->unknown_0360;
}
return nullptr;
}
// OFFSET: 0x00CADB70
// FUNCTION: fn_21061
bool CGameActor::HasShapeShift() {
return this->unknown_0404 != 0;
}
// OFFSET: 0x00CAE500
// FUNCTION: fn_21074
void CGameActor::Slot38() {
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
const float angle = this->render.angle;
const int motion = this->render.curMotion;
const int animation = this->render.animation;
const char* sprite = this->render.sprite ? this->render.sprite->name.text : nullptr;
const char* action = this->render.action ? this->render.action->name.text : nullptr;
CCorpse* corpse = mode->SpawnCorpse(
this->render.position.x, this->render.position.y, this->render.position.z, action, sprite, animation, motion, angle
);
if (corpse) {
if (this->render.unknown_010C > 0) {
corpse->render.unknown_010C = this->render.unknown_010C;
}
if (CEffect* effect = g_effectMgr->Find(static_cast<int>(this->render.accountId), 2374)) {
corpse->spriteOffset = *reinterpret_cast<const float*>(&effect->unknown_0048);
}
}
}
// OFFSET: 0x00CAE640
// FUNCTION: fn_21076
void CGameActor::ShowPartyMemberEffect(std::uint32_t accountId) {
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
if (mode->scene->unknown_0048 == 0 && mode->scene->unknown_0054 == 0) {
return;
}
for (int index = 0; index < ClientMessenger{g_session.m_partyMembers, g_session.m_friends}.PartyCount(); ++index) {
MessengerMember member = ClientMessenger{g_session.m_partyMembers, g_session.m_friends}.PartyAt(index);
if (member.accountId == accountId) {
for (RagEffectState* effect : this->state.effects) {
if (effect && effect->type == 160) {
return;
}
}
this->LaunchEffect(160, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
return;
}
}
}
// OFFSET: 0x00CABEB0
// FUNCTION: fn_21040
int CGameActor::Slot55() {
if (this->unknown_03C4 != -1) {
return this->unknown_03C4;
}
if (this->render.accountId == g_session.m_aid) {
return g_session.GetPairValue();
}
const int first = this->unknown_03B8[0] != -1 ? this->unknown_03B8[0] : -1;
const int second = this->unknown_03B8[1] == -1 ? first : this->unknown_03B8[1];
const int third = this->unknown_03B8[2];
return third != -1 ? third : second;
}
// OFFSET: 0x00CABFA0
// FUNCTION: fn_21042
int CGameActor::GetEffectiveJob(int job) {
if (job == -1) {
job = this->unknown_025C;
}
if (StateFlag12(this->Slot13())) {
return JT_MARRIED;
}
if (!StateFlag15(this->Slot13())) {
if (StateFlag16(this->Slot13())) {
return JT_SANTA;
}
if (StateFlag18(this->Slot13())) {
return JT_SUMMER;
}
if (StateFlag27(this->Slot13())) {
return JT_HANBOK;
}
if (StateFlag28(this->Slot13())) {
return JT_OKTOBERFEST;
}
if (this->unknown_03DC == 1) {
return JT_SUMMER2;
}
}
if (StateFlag05(this->Slot13())) {
switch (job) {
case JT_KNIGHT:
return JT_CHICKEN;
case JT_CRUSADER:
return JT_CHICKEN2;
case JT_KNIGHT_H:
return JT_CHICKEN_H;
case JT_CRUSADER_H:
return JT_CHICKEN2_H;
case JT_KNIGHT_B:
return JT_CHICKEN_B;
case JT_CRUSADER_B:
return JT_CHICKEN2_B;
case JT_ROYAL_GUARD:
return JT_ROYAL_CHICKEN;
case JT_ROYAL_GUARD_H:
return JT_ROYAL_CHICKEN_H;
case JT_ROYAL_GUARD_B:
return JT_ROYAL_CHICKEN_B;
case JT_IMPERIAL_GUARD:
return JT_IMPERIAL_GUARD_CHICKEN;
}
}
if (StateFlag19(this->Slot13())) {
switch (job) {
case JT_RUNE_KNIGHT:
return JT_RUNE_CHICKEN;
case JT_RUNE_KNIGHT_H:
return JT_RUNE_CHICKEN_H;
case JT_RUNE_KNIGHT_B:
return JT_RUNE_CHICKEN_B;
case JT_DRAGON_KNIGHT:
return JT_DRAGON_KNIGHT_CHICKEN;
}
} else if (StateFlag23(this->Slot13())) {
if (job == JT_RUNE_KNIGHT) {
return JT_RUNE_CHICKEN2;
}
if (job == JT_RUNE_KNIGHT_H) {
return JT_RUNE_CHICKEN2_H;
}
} else if (StateFlag24(this->Slot13())) {
if (job == JT_RUNE_KNIGHT) {
return JT_RUNE_CHICKEN3;
}
if (job == JT_RUNE_KNIGHT_H) {
return JT_RUNE_CHICKEN3_H;
}
} else if (StateFlag25(this->Slot13())) {
if (job == JT_RUNE_KNIGHT) {
return JT_RUNE_CHICKEN4;
}
if (job == JT_RUNE_KNIGHT_H) {
return JT_RUNE_CHICKEN4_H;
}
} else if (StateFlag26(this->Slot13())) {
if (job == JT_RUNE_KNIGHT) {
return JT_RUNE_CHICKEN5;
}
if (job == JT_RUNE_KNIGHT_H) {
return JT_RUNE_CHICKEN5_H;
}
}
if (StateFlag21(this->Slot13())) {
switch (job) {
case JT_RANGER:
return JT_WOLF_RANGER;
case JT_RANGER_H:
return JT_WOLF_RANGER_H;
case JT_RANGER_B:
return JT_WOLF_RANGER_B;
case JT_WINDHAWK:
return JT_WOLF_WINDHAWK;
}
}
if (this->Slot56() != 0) {
switch (job) {
case JT_MECHANIC:
return JT_MADOGEAR;
case JT_MECHANIC_H:
return JT_MADOGEAR_H;
case JT_MECHANIC_B:
return JT_MADOGEAR_B;
case JT_MEISTER:
return JT_MEISTER_MADOGEAR;
}
}
if (StateFlag15(this->Slot13())) {
switch (job) {
case JT_STAR:
return JT_STAR2;
case JT_STAR_B:
return JT_STAR2_B;
case JT_STAR_EMPEROR:
return JT_STAR2_EMPEROR;
case JT_STAR_EMPEROR_B:
return JT_STAR2_EMPEROR_B;
case JT_SKY_EMPEROR:
return JT_SKY_EMPEROR2;
}
}
return job;
}
// OFFSET: 0x00CCCAF0
// FUNCTION: fn_21199
void CGameActor::Slot39(int value) {
const float speed = static_cast<float>(std::min(value, g_maxMoveSpeed)) / 432.0f;
this->render.unknown_0054 = speed;
this->render.speed = speed;
}
// OFFSET: 0x005A1A30
// FUNCTION: fn_03067
void CGameActor::Slot19(int, int, int, int, int, int, int, int, int, int, int) {
}
// OFFSET: 0x005A1A20
// FUNCTION: fn_03066
void CGameActor::Slot20(int, int, int, int, int, int, int, int, int, int, int) {
}
// OFFSET: 0x005A19F0
// FUNCTION: fn_03063
void CGameActor::Slot26(int) {
}
// OFFSET: 0x005A1A00
// FUNCTION: fn_03064
void CGameActor::Slot27(int) {
}
// OFFSET: 0x005A1980
// FUNCTION: fn_03056
void CGameActor::Slot31() {
}
// OFFSET: 0x005A1970
// FUNCTION: fn_03055
void CGameActor::Slot34(int) {
}
// OFFSET: 0x005A1A50
// FUNCTION: fn_03069
void CNpc::Slot22(int) {
}
// OFFSET: 0x005A1A10
// FUNCTION: fn_03065
void CNpc::Slot25(int) {
}
// OFFSET: 0x005A19A0
// FUNCTION: fn_03058
void CNpc::Slot30() {
}
// OFFSET: 0x005A1A60
// FUNCTION: fn_03070
void CCharacterNpc::Slot21(int) {
}
// OFFSET: 0x005A13E0
// FUNCTION: fn_03052
void CCharacterNpc::Render(int) {
if (this->render.visible == 0 || this->render.enabled == 0) {
return;
}
CCharacterRender* characterRender = reinterpret_cast<CCharacterRender*>(this->unknown_0440);
characterRender->unknown_0040 = this->render.previousAnimation;
characterRender->unknown_0044 = this->render.curMotion;
char useBounds = 0;
std::list<CharacterRenderDrawItem> drawList = sub_8105A0(this->render.unknown_00A4Bytes[1], &useBounds);
float bounds[5];
std::memcpy(bounds, characterRender->unknown_0094, sizeof(bounds));
const float tlvertX = *reinterpret_cast<float*>(&characterRender->unknown_00A8);
const float tlvertY = *reinterpret_cast<float*>(&characterRender->unknown_00AC);
if (useBounds == 1) {
this->SetRenderInfo(bounds, tlvertX, tlvertY);
} else {
this->SetTlvert(tlvertX, tlvertY);
}
for (std::list<CharacterRenderDrawItem>::iterator it = drawList.begin(); it != drawList.end(); ++it) {
static_cast<CRendererDX9*>(g_renderer)->Submit(it->command, static_cast<std::uint16_t>(it->flags));
}
}
struct CharacterNpcViewInfo {
/* 0000 */ int unknown_0000;
/* 0004 */ int job;
/* 0008 */ int unknown_0008[10];
/* 0030 */ int unknown_0030;
/* 0034 */ int unknown_0034;
/* 0038 */ int unknown_0038;
/* 003C */ int unknown_003C[4];
/* 004C */ int unknown_004C;
/* 0050 */ int unknown_0050;
/* 0054 */ int unknown_0054;
/* 0058 */ int unknown_0058;
/* 005C */ int unknown_005C;
/* 0060 */ int unknown_0060;
/* 0064 */ int unknown_0064;
/* 0068 */ int unknown_0068[2];
/* 0070 */ int robe;
/* 0074 */ int robeAlt;
/* 0078 */ int unknown_0078;
/* 007C */ int unknown_007C;
};
__declspec(noinline) static void FillCharacterNpcRenderPrimary(
CCharacterNpc* self, CCharacterRender* characterRender, CharacterNpcViewInfo* info
) {
characterRender->unknown_0004 = *reinterpret_cast<int*>(&self->render.position.x);
characterRender->unknown_0008 = *reinterpret_cast<int*>(&self->render.position.y);
characterRender->unknown_000C = *reinterpret_cast<int*>(&self->render.position.z);
characterRender->unknown_0010 = self->unknown_025C;
characterRender->unknown_0018[0] = self->unknown_0260;
characterRender->unknown_0018[1] = *reinterpret_cast<int*>(&self->unknown_029C);
characterRender->unknown_0018[2] = info->unknown_0058;
characterRender->unknown_0018[3] = info->unknown_0054;
characterRender->unknown_0028 = info->unknown_0030;
characterRender->unknown_002C = info->unknown_004C;
characterRender->unknown_0030 = info->unknown_0050;
reinterpret_cast<SpriteDrawingPolicy*>(characterRender)->SetRobe(info->robe);
characterRender->unknown_0050 = info->unknown_0078;
}
__declspec(noinline) static void FillCharacterNpcRenderSecondary(
CCharacterNpc* self, CCharacterRender* characterRender, CharacterNpcViewInfo* info
) {
characterRender->unknown_0004 = *reinterpret_cast<int*>(&self->render.position.x);
characterRender->unknown_0008 = *reinterpret_cast<int*>(&self->render.position.y);
characterRender->unknown_000C = *reinterpret_cast<int*>(&self->render.position.z);
characterRender->unknown_0010 = self->unknown_025C;
characterRender->unknown_0018[0] = self->unknown_0260;
characterRender->unknown_0018[1] = *reinterpret_cast<int*>(&self->unknown_029C);
characterRender->unknown_0018[2] = info->unknown_005C;
characterRender->unknown_0018[3] = info->unknown_0058;
characterRender->unknown_0028 = info->unknown_0038;
characterRender->unknown_002C = info->unknown_0050;
characterRender->unknown_0030 = info->unknown_0054;
reinterpret_cast<SpriteDrawingPolicy*>(characterRender)->SetRobe(info->robeAlt);
characterRender->unknown_0050 = info->unknown_007C;
}
// OFFSET: 0x005A1530
// OFFSET: 0x00CAC760
// FUNCTION: fn_21044
int CGameActor::GetUnknown0404Job() const {
switch (this->unknown_0404) {
case 1:
return 0x1104;
case 2:
return 0x1105;
default:
return this->unknown_025C;
}
}
// OFFSET: 0x00CC1D40
// FUNCTION: fn_21128
void CGameActor::SetUnknown03B8(int value, int slot) {
this->unknown_03C8 = 0;
if (this->render.accountId == g_session.m_aid) {
g_session.SetPairValue(value, slot);
} else if (slot == 0) {
this->unknown_03B8[0] = value;
} else if (slot == 1) {
this->unknown_03B8[1] = value;
} else if (slot == 2) {
this->unknown_03B8[2] = value;
}
if (value > 0) {
this->Slot21(value);
this->Slot15(this->render.unknown_0070, 1);
return;
}
int job;
if (g_session.IsCostumeJob(this->GetEffectiveJob(-1)) == true || this->unknown_0404 == 0) {
job = this->GetEffectiveJob(-1);
} else {
job = this->GetUnknown0404Job();
}
this->Slot32();
this->Slot21(job);
this->Slot15(this->render.unknown_0070, 1);
}
// OFFSET: 0x00CC46D0
// FUNCTION: fn_21166
void CGameActor::SetTetraBall(int index, int on, int value) {
CTetraBallEffect* ball = nullptr;
if (on == 1) {
if (value == 0 || this->unknown_0158[index] == value) {
return;
}
for (int id = 0x4EE; id <= 0x4F1; ++id) {
ball = dynamic_cast<CTetraBallEffect*>(g_effectMgr->Find(this->render.accountId, id));
if (ball != nullptr) {
break;
}
}
const int type = value & 3;
int effectId;
if (type == 0) {
effectId = 0x4EE;
} else if (type == 1) {
effectId = 0x4F0;
} else if (type == 2) {
effectId = 0x4EF;
} else if (type == 3) {
effectId = 0x4F1;
} else {
this->unknown_0158[index] = value;
return;
}
if (ball != nullptr) {
ball->AddBall(effectId, index);
} else {
CTetraBallEffect* spawned = dynamic_cast<CTetraBallEffect*>(
g_effectMgr->Spawn(this->render.accountId, effectId, 0.0f, 0.0f, 0.0f, 0, -1, 0, 0)
);
if (spawned != nullptr) {
spawned->MoveFirstTo(index);
}
}
this->unknown_0158[index] = value;
return;
}
for (int id = 0x4EE; id <= 0x4F1; ++id) {
ball = dynamic_cast<CTetraBallEffect*>(g_effectMgr->Find(this->render.accountId, id));
if (ball != nullptr) {
if (ball->ActiveCount() > 1) {
ball->RemoveBall(index);
} else {
g_effectMgr->Retire(ball, 1);
}
break;
}
}
this->unknown_0158[index] = 0;
}
// OFFSET: 0x00CC40C0
// FUNCTION: fn_21157
void CGameActor::SetUnknown0404(int value) {
this->unknown_0404 = value;
}
// OFFSET: 0x00CC3DE0
// FUNCTION: fn_21155
void CGameActor::SetUnknown008C(const std::uint32_t* value) {
this->render.unknown_008C = value[0];
this->render.unknown_0090 = value[1];
this->render.unknown_0094 = value[2];
}
// OFFSET: 0x00CC41E0
// FUNCTION: fn_21159
void CGameActor::Slot17() {
g_modeMgr.GetGameMode()->SendMsg(13, this->render.accountId, 0, 0, 0);
}
// OFFSET: 0x00CC1E30
// FUNCTION: fn_21129
void CGameActor::SetUnknown03C4(int value) {
this->unknown_03C8 = 0;
this->unknown_03C4 = value;
this->Slot21(value > 0 ? value : this->GetEffectiveJob(-1));
this->Slot15(this->render.unknown_0070, 1);
}
// OFFSET: 0x00CABDE0
// FUNCTION: fn_21038
void CRenderObject::ScaleByFadePulse(float& scale) const {
if ((this->render.flags & 0x10) != 0) {
const unsigned index = std::max(this->render.pulsePhases[0] * 4u + 90u, 90u);
if (index <= 270) {
scale = ((ClientSine(index) + 1.0f) * 0.25f + 0.5f) * scale;
} else {
scale = scale * 0.5f;
}
}
}
// OFFSET: 0x00CC4270
// FUNCTION: fn_21161
void CRenderObject::UpdateTlvertex(const float* matrix) {
float x;
float y;
float reciprocalDepth;
g_renderer->ProjectViewport(&this->render.position.x, matrix, &x, &y, &reciprocalDepth);
this->SetTlvert(x, y);
}
// OFFSET: 0x00CABE60
// FUNCTION: fn_21039
int CGameActor::ActionBase(int state) {
int base = 16;
switch (state) {
case 0:
base = 0;
break;
case 1:
base = 8;
break;
case 3:
base = 32;
break;
case 4:
base = 24;
break;
}
return base;
}
// OFFSET: 0x00CAC730
// FUNCTION: fn_21043
int ShapeShiftJob(int form, int job) {
switch (form) {
case 1:
return JT_WEREWOLF;
case 2:
return JT_WERERAPTOR;
default:
return job;
}
}
// OFFSET: 0x00CAC790
// FUNCTION: fn_21045
static std::string ShapeShiftName(int form, int job) {
switch (form) {
case 1:
switch (job) {
case JT_KARNOS:
case JT_KARNOS_B: {
const std::uint8_t source[] = {0xC8, 0x80, 0x3F, 0xEE, 0x80, 0x66, 0xB1, 0xE3, 0xAD, 0xC5};
thread_local EncryptedName<sizeof(source), 0xA5FD29D7AB6DC59FULL> name(source);
return name.Text();
}
case JT_ALITEA: {
const std::uint8_t source[] = {0x5E, 0x62, 0x7D, 0xFE, 0xEA, 0x12, 0x31, 0x9F, 0x3A, 0x27};
thread_local EncryptedName<sizeof(source), 0xD97D5DBDBB2F2709ULL> name(source);
return name.Text();
}
default: {
const std::uint8_t source[] = {0x28, 0x56, 0x8D, 0x94, 0xD2, 0x28, 0x35, 0xAB, 0x7F};
thread_local EncryptedName<sizeof(source), 0xED796785D1DF137FULL> name(source);
return name.Text();
}
}
case 2:
switch (job) {
case JT_KARNOS:
case JT_KARNOS_B: {
const std::uint8_t source[] = {0xEA, 0xF8, 0xBF, 0x72, 0xE9, 0xFE, 0xBF, 0xD7, 0xF2, 0xEF, 0xDF, 0x37};
thread_local EncryptedName<sizeof(source), 0x83EFBFBB37EDBDBDULL> name(source);
return name.Text();
}
case JT_ALITEA: {
const std::uint8_t source[] = {0xF0, 0xB0, 0x2D, 0x7C, 0x63, 0x0A, 0x7B, 0xEB, 0xE8, 0xA7, 0x4C, 0x39};
thread_local EncryptedName<sizeof(source), 0xBF2B4B31397FF5A7ULL> name(source);
return name.Text();
}
default: {
const std::uint8_t source[] = {0xB6, 0x3E, 0xAB, 0x92, 0x87, 0x52, 0x69, 0x89, 0xAE, 0x29, 0xF9};
thread_local EncryptedName<sizeof(source), 0xDD3913D5D7F97BE1ULL> name(source);
return name.Text();
}
}
default:
return "";
}
}
// OFFSET: 0x00CACD00
// FUNCTION: fn_21046
std::string CGameActor::GetShapeShiftName() {
return ShapeShiftName(this->unknown_0404, this->unknown_025C);
}
// OFFSET: 0x00CACD70
// FUNCTION: fn_21047
int CGameActor::MountType() {
switch (this->GetEffectiveJob(-1)) {
case JT_CHICKEN:
case JT_CHICKEN2:
case JT_CHICKEN_H:
case JT_CHICKEN2_H:
case JT_CHICKEN_B:
case JT_CHICKEN2_B:
return 3;
case JT_RUNE_CHICKEN:
case JT_RUNE_CHICKEN_H:
case JT_ROYAL_CHICKEN:
case JT_ROYAL_CHICKEN_H:
case JT_WOLF_RANGER:
case JT_WOLF_RANGER_H:
case JT_MADOGEAR:
case JT_MADOGEAR_H:
case JT_RUNE_CHICKEN2:
case JT_RUNE_CHICKEN2_H:
case JT_RUNE_CHICKEN3:
case JT_RUNE_CHICKEN3_H:
case JT_RUNE_CHICKEN4:
case JT_RUNE_CHICKEN4_H:
case JT_RUNE_CHICKEN5:
case JT_RUNE_CHICKEN5_H:
case JT_RUNE_CHICKEN_B:
case JT_ROYAL_CHICKEN_B:
case JT_WOLF_RANGER_B:
case JT_MADOGEAR_B:
case JT_WOLF_WINDHAWK:
case JT_MEISTER_MADOGEAR:
case JT_DRAGON_KNIGHT_CHICKEN:
case JT_IMPERIAL_GUARD_CHICKEN:
return 5;
default:
return 0;
}
}
// OFFSET: 0x00CC2200
// FUNCTION: fn_21137
void RenderBounds::Set(float left, float top, float right, float bottom, float offset) {
this->left = left;
this->right = right;
this->top = top;
this->bottom = bottom;
this->offset = offset;
}
// OFFSET: 0x00CC4210
// FUNCTION: fn_21160
void RenderBounds::Include(const float* box) {
const float minX = box[1] < box[3] ? box[1] : box[3];
const float maxX = box[1] > box[3] ? box[1] : box[3];
if (this->left > minX) {
this->left = minX;
}
if (this->top > box[0]) {
this->top = box[0];
}
if (maxX > this->right) {
this->right = maxX;
}
if (box[2] > this->bottom) {
this->bottom = box[2];
}
}
// OFFSET: 0x00CA9E20
// FUNCTION: fn_21012
bool CGameActor::IsShapeShifted() {
if (g_session.IsCostumeJob(this->GetEffectiveJob(-1)) == true) {
return false;
}
return this->unknown_0404 != 0;
}
// OFFSET: 0x00CAA870
// FUNCTION: fn_21018
bool CGameActor::ApplyEffectState(int effectId, bool on) {
if (effectId < 2485) {
this->SetEffectState(effectId, on);
return false;
}
int type = 0;
g_session.m_hotkeyScript->Call("GetEffectType", "d>d", effectId - 2485, &type);
switch (type) {
case 0:
this->SetEffectState(effectId, on);
break;
case 1:
this->SetHatEffect(effectId, on);
break;
case 2:
this->SetEffectState(effectId, on);
this->SetHatEffect(effectId, on);
break;
case 3:
this->SetEffectInstance(2411, effectId - 2485, on);
break;
case 4:
this->SetEffectInstance(2412, effectId - 2485, on);
break;
}
return false;
}
// OFFSET: 0x00CAA9B0
// FUNCTION: fn_21019
void CGameActor::SetHatEffect(int effectId, bool on) {
int hatEffect = 0;
g_session.m_hotkeyScript->Call("GetHatEffectID", "d>d", effectId - 2485, &hatEffect);
if (hatEffect < 1) {
return;
}
const std::int64_t value = hatEffect;
this->SendMsg(this, 109, 0, static_cast<int>(value), static_cast<int>(value >> 32), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
bool show = on;
CPc* pc;
if (hatEffect == 254 && IsPlayerJob(this->GetEffectiveJob(-1)) && (pc = dynamic_cast<CPc*>(this)) != nullptr) {
pc->unknown_0438 = on ? pc->unknown_0438 | 0x10 : pc->unknown_0438 ^ 0x10;
show = (pc->unknown_0434 & 0x10) != 0 || (pc->unknown_0438 & 0x10) != 0;
}
if (!show) {
return;
}
CEffect* effect = g_effectMgr->Spawn(this->render.accountId, hatEffect, 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->unknown_00C8 = 1;
} else {
this->LaunchEffect(hatEffect, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
}
}
// OFFSET: 0x00CAABA0
// FUNCTION: fn_21020
void CGameActor::SetEffectState(int effectId, bool on) {
if (on) {
CEffect* effect = g_effectMgr->Spawn(this->render.accountId, effectId, 0.0f, 0.0f, 0.0f, 0, -1, 0, 0);
if (effect) {
effect->unknown_00C8 = 1;
}
} else {
g_effectMgr->Retire(this->render.accountId, effectId);
}
}
// OFFSET: 0x00CAAC10
// FUNCTION: fn_21021
void CGameActor::SetEffectInstance(int effectId, int instance, bool on) {
if (on) {
g_effectMgr->Spawn(this->render.accountId, effectId, 0.0f, 0.0f, 0.0f, 0, -1, 0, instance);
} else {
g_effectMgr->Retire(this->render.accountId, instance, effectId);
}
}
// OFFSET: 0x00CAAC80
// FUNCTION: fn_21022
void CGameActor::ResetJobEffects() {
this->unknown_02B8 = 0;
this->SendMsg(this, 109, 0, 200, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(this, 109, 0, 976, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(this, 109, 0, 977, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(this, 109, 0, 978, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(this, 109, 0, 979, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(this, 109, 0, 1022, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(this, 109, 0, 1023, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(this, 109, 0, 1226, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(this, 109, 0, 1227, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(nullptr, 109, 0, 757, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(nullptr, 109, 0, 880, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(nullptr, 109, 0, 200, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(nullptr, 109, 0, 397, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(nullptr, 109, 0, 398, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(nullptr, 109, 0, 362, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(nullptr, 109, 0, 362, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(nullptr, 109, 0, 201, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(nullptr, 109, 0, 202, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(nullptr, 109, 0, 202, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
const std::int64_t first = g_session.m_maxLevelEffect4th;
this->SendMsg(this, 109, 0, static_cast<int>(first), static_cast<int>(first >> 32), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
const std::int64_t second = g_session.m_maxLevelEffect4thSub;
this->SendMsg(this, 109, 0, static_cast<int>(second), static_cast<int>(second >> 32), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
// OFFSET: 0x00CAB020
// FUNCTION: fn_21024
void CGameActor::ClearUnknown037C(int value) {
if (this->unknown_037C[1] == value) {
this->unknown_037C[1] = 0;
} else if (this->unknown_037C[0] == value) {
this->unknown_037C[0] = 0;
} else if (this->unknown_037C[2] == value) {
this->unknown_037C[2] = 0;
} else if (this->unknown_037C[3] == value) {
this->unknown_037C[3] = 0;
} else if (this->unknown_037C[4] == value) {
this->unknown_037C[4] = 0;
} else if (this->unknown_037C[5] == value) {
this->unknown_037C[5] = 0;
} else if (this->unknown_037C[6] == value) {
this->unknown_037C[6] = 0;
} else if (this->unknown_037C[8] == value) {
this->unknown_037C[8] = 0;
} else if (this->unknown_037C[9] == value) {
this->unknown_037C[9] = 0;
} else if (this->unknown_037C[7] == value) {
this->unknown_037C[7] = 0;
} else if (this->unknown_037C[10] == value) {
this->unknown_037C[10] = 0;
} else if (this->unknown_037C[11] == value) {
this->unknown_037C[11] = 0;
} else if (this->unknown_037C[12] == value) {
this->unknown_037C[12] = 0;
}
}
// OFFSET: 0x00CAB9B0
// FUNCTION: fn_21033
CActRes* CRenderObject::GetActRes() {
return this->render.action;
}
// OFFSET: 0x00CAB9C0
// FUNCTION: fn_21034
int CGameActor::WeaponActionBase(int weaponType) {
int base = 0;
switch (weaponType) {
case 0:
base = 0;
break;
case 1:
base = 8;
break;
case 2:
case 43:
case 44:
case 52:
case 60:
case 62:
case 63:
case 69:
case 71:
case 72:
case 78:
case 79:
base = 80;
break;
case 3:
base = 64;
break;
case 4:
base = 48;
break;
case 5:
case 20:
case 25:
base = 24;
break;
case 9:
case 18:
case 32:
case 49:
case 53:
case 54:
case 59:
case 70:
case 73:
case 76:
case 77:
base = 88;
break;
case 11:
base = 32;
break;
case 12:
case 19:
case 28:
case 40:
case 42:
case 50:
case 51:
case 58:
base = 40;
break;
case 13:
base = IsJobWeaponAllowed(this->GetEffectiveJob(-1), this->unknown_0260, this->Slot35()) ? 88 : 80;
break;
case 16:
case 17:
case 21:
case 22:
case 23:
case 24:
case 27:
case 30:
case 33:
case 34:
case 35:
case 36:
case 37:
case 38:
case 39:
case 41:
case 45:
case 47:
case 48:
case 55:
case 56:
case 57:
case 61:
case 64:
case 65:
case 66:
case 67:
case 68:
case 80:
case 81:
base = 96;
break;
case 26:
switch (this->GetEffectiveJob(-1)) {
case JT_LINKER:
case JT_LINKER_B:
case JT_SOUL_REAPER:
case JT_SOUL_REAPER_B:
case JT_SOUL_ASCETIC:
base = 88;
break;
default:
base = 40;
break;
}
break;
case 74:
case 75:
base = 104;
break;
}
return base;
}
// OFFSET: 0x00CABC80
// FUNCTION: fn_21035
int CGameActor::MountHeightOffset() {
if (!g_session.IsPlayerJobId(this->GetEffectiveJob(-1)) && !g_session.IsNpcJob(this->GetEffectiveJob(-1)) &&
this->render.accountId != g_session.m_aid) {
return 0;
}
if (g_session.IsBabyJob(this->GetEffectiveJob(-1))) {
return this->unknown_02CC ? 10 : -20;
}
if (g_session.IsDoramJob(this->GetEffectiveJob(-1))) {
return this->unknown_02CC ? -40 : -30;
}
return this->unknown_02CC ? 30 : 0;
}
// OFFSET: 0x00CABD30
// FUNCTION: fn_21036
int CGameActor::GetUnknown0404() {
return this->unknown_0404;
}
// OFFSET: 0x00CC4EA0
// FUNCTION: fn_21172
C3dGrannyGameActor::C3dGrannyGameActor(const char* name) {
this->model = nullptr;
this->instance = nullptr;
this->unknown_06A8 = 1;
for (int mesh = 0; mesh < 30; ++mesh) {
this->commands[mesh] = nullptr;
this->vertices[mesh] = nullptr;
}
this->motion = 0;
this->alpha = 0xFF;
std::strcpy(this->name, name);
this->unknown_0650 = 0;
this->unknown_0654 = 0;
for (int index = 0; index < 20; ++index) {
this->controls[index] = nullptr;
}
this->emblemTexture = nullptr;
this->texture = CreateTexture(35, 35, 1, false, false);
this->unknown_0DBC.resize(4900);
}
// OFFSET: 0x00CC7ED0
// FUNCTION: fn_21189
void C3dGrannyGameActor::SetModel(int job, int value, int) {
this->SetActorJob(job);
this->SetUnknown0260(value);
this->model = static_cast<C3dGrannyModelRes*>(ResourceMgr::Instance().Load(this->name));
this->instance = GrannyInstantiateModel(this->model->model);
for (int mesh = 0; mesh < this->model->instance->meshCount; ++mesh) {
RenderCommand* previous = this->commands[mesh];
RenderCommand* command = reinterpret_cast<RenderCommand*>(new ModelRenderCommand());
this->commands[mesh] = command;
command->AllocateTriangles(this->model->GetTriangleCount(mesh));
if (previous != nullptr) {
previous->FreeVertices();
::operator delete(previous, 0x28);
}
RenderVertex* previousVertices = this->vertices[mesh];
const int triangleCount = this->model->GetTriangleCount(mesh);
this->vertices[mesh] = new RenderVertex[triangleCount * 3];
std::memset(this->vertices[mesh], 0, triangleCount * 3 * sizeof(RenderVertex));
if (previousVertices != nullptr) {
delete[] previousVertices;
}
}
this->lastClock = GrannyGetSystemSeconds();
this->unknown_052C = 0.0f;
if (job == JT_ZOMBIE_DRAGON || job == JT_HUGELING) {
this->unknown_02E0 = 1;
this->model->unknown_03A0 = 30.0f;
this->model->unknown_03A4 = 30.0f;
} else {
this->unknown_02E0 = job == JT_GUILD_FLAG ? 2 : 0;
}
}
// OFFSET: 0x00CC5650
// FUNCTION: fn_21176
int C3dGrannyGameActor::Slot37() {
return 0;
}
// OFFSET: 0x00CC5D70
// FUNCTION: fn_21181
void C3dGrannyGameActor::Slot36() {
}
// OFFSET: 0x00CC5B00
// FUNCTION: fn_21179
bool CGrannyCorpse3d::OnProcess() {
const int tick = this->tick;
if (tick > 355) {
this->alpha = static_cast<unsigned char>(600 - tick);
}
this->tick = tick + 1;
return tick <= 600;
}
// OFFSET: 0x00CC7D50
// FUNCTION: fn_21188
void C3dGrannyGameActor::SetAction(unsigned animation, int, int repeat) {
this->render.unknown_0070 = 0;
switch (animation) {
case 0:
break;
case 8:
this->render.unknown_0070 = 1;
break;
case 24:
this->render.unknown_0070 = 5;
break;
case 32:
this->render.unknown_0070 = 11;
break;
case 40:
this->render.unknown_0070 = 12;
break;
case 48:
this->render.unknown_0070 = 4;
break;
case 64:
this->render.unknown_0070 = 3;
break;
case 80:
case 88:
this->render.unknown_0070 = 2;
break;
}
this->motion = this->render.unknown_0070;
for (int i = 0; i < 20; ++i) {
this->model->FreeControl(this->controls[i]);
this->controls[i] = nullptr;
}
this->unknown_052C = 0;
this->controls[this->motion] = this->model->PlayAnimation(this->motion, this->instance, this->controls[this->motion], repeat == 1);
}
// OFFSET: 0x00CC5080
// FUNCTION: fn_21173
CGrannyCorpse3d::CGrannyCorpse3d(const char* name) {
this->position.x = 0.0f;
this->position.y = 0.0f;
this->position.z = 0.0f;
this->alpha = 0xFF;
this->instance = nullptr;
this->control = nullptr;
std::strcpy(this->name, name);
this->model = nullptr;
for (int mesh = 0; mesh < 30; ++mesh) {
this->commands[mesh] = nullptr;
}
this->model = static_cast<C3dGrannyModelRes*>(ResourceMgr::Instance().Load(this->name));
this->instance = GrannyInstantiateModel(this->model->model);
for (int mesh = 0; mesh < this->model->instance->meshCount; ++mesh) {
this->commands[mesh] = reinterpret_cast<RenderCommand*>(new ModelRenderCommand());
this->commands[mesh]->AllocateTriangles(this->model->GetTriangleCount(mesh));
this->vertices[mesh] = new RenderVertex[this->model->GetTriangleCount(mesh) * 3];
std::memset(this->vertices[mesh], 0, this->model->GetTriangleCount(mesh) * 3 * sizeof(RenderVertex));
}
this->startClock = GrannyGetSystemSeconds();
this->unknown_0138 = 0;
this->tick = 0;
this->control = this->model->PlayAnimation(3, this->instance, this->control, 1);
}
CGrannyCorpse3d::~CGrannyCorpse3d() {
this->model->FreeControl(this->control);
for (int mesh = 0; mesh < 30; ++mesh) {
if (this->commands[mesh] != nullptr) {
this->commands[mesh]->FreeVertices();
delete this->commands[mesh];
this->commands[mesh] = nullptr;
delete this->vertices[mesh];
this->vertices[mesh] = nullptr;
}
}
GrannyFreeModelInstance(this->instance);
}
// OFFSET: 0x00CD8E00
// FUNCTION: fn_21305
void CGameMode::SpawnGrannyCorpse(float x, float y, float z, float angle, const char* name) {
CGrannyCorpse3d* corpse = new CGrannyCorpse3d(name);
corpse->position.x = x;
corpse->position.y = y;
corpse->position.z = z;
corpse->angle = angle;
this->scene->objects.push_back(reinterpret_cast<CRenderObject*>(corpse));
}
// OFFSET: 0x00CC8230
// FUNCTION: fn_21193
void CGameActor::ProcessHitMessage(CGameObject*, const ActorHitInfo* info, int, int) {
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
int type = info->type;
this->hitTargetAid = info->targetAid;
int damage = info->damage;
int hitCount = info->hitCount;
const int extraDamage = info->extraDamage;
const int unknown_001C = info->unknown_001C;
const int unknown_0020 = info->unknown_0020;
const int attackSpeed = info->attackSpeed;
const int motionSpeed = info->motionSpeed;
CGameActor* target;
if (g_session.m_aid == info->targetAid) {
target = reinterpret_cast<CGameActor*>(mode->scene->player);
} else {
target = static_cast<CGameActor*>(mode->scene->GetGameActorByAID(info->targetAid));
if (target == nullptr) {
target = static_cast<CGameActor*>(mode->scene->GetSkillByAID(this->hitTargetAid));
}
}
float x;
float z;
if (target == nullptr) {
const CRenderObject* player = reinterpret_cast<const CRenderObject*>(mode->scene->player);
x = this->render.position.x - (player->render.position.x - this->render.position.x);
z = this->render.position.z - (player->render.position.z - this->render.position.z);
} else {
x = target->render.position.x;
z = target->render.position.z;
target->GetEffectiveJob(-1);
}
if (hitCount <= 0) {
hitCount = 1;
} else if (hitCount > 36) {
hitCount = 1;
}
if (type != 8 && type != 9 && type != 13) {
hitCount = 1;
}
damage /= hitCount;
switch (type) {
case 0:
case 4:
case 8:
case 9:
case 10:
case 11:
case 13: {
if (this->unknown_0178 != 0) {
CRagEffect* effect = this->LaunchEffect(0x83, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
if (effect != nullptr) {
effect->SendMsg(this, 50, 0, 0, 0, 0, 0, 0);
}
this->unknown_0178 = 0;
}
this->Slot39(attackSpeed);
if (info->targetAid != this->render.accountId) {
this->Slot15(2, 1);
}
this->Face(x, z);
unsigned delay = static_cast<unsigned>(this->unknown_0378 * this->render.speed * 24.0f);
if (this->GetEffectiveJob(-1) == 0x3F8 || this->GetEffectiveJob(-1) == 0x58C) {
delay += 0xC0;
} else if (this->GetEffectiveJob(-1) == 0x505 || this->GetEffectiveJob(-1) == 0x726) {
delay += 0x390;
} else if (this->GetEffectiveJob(-1) == 0x506 || this->GetEffectiveJob(-1) == 0x725 || this->GetEffectiveJob(-1) == 0x507) {
delay += 0x198;
}
int flag = -1;
int action;
switch (type) {
case 4:
case 9:
action = 0x27;
break;
case 10:
action = 0x5D;
flag = 1;
break;
case 11:
action = this->unknown_0178 != 0 ? 0x1A : 0x5E;
break;
case 13:
action = 0x94;
flag = 1;
break;
default:
action = 0x1A;
break;
}
if (target == nullptr) {
return;
}
int effectId = 0;
switch (this->GetEffectiveJob(-1)) {
case 0xFCE:
case 0xFCF:
case 0xFD0:
case 0x1081:
case 0x1082:
case 0x108E:
case 0x108F:
case 0x1090:
case 0x1091:
case 0x1092:
case 0x1093:
case 0x10CE:
case 0x10CF:
case 0x10DC:
effectId = 0x1B2;
break;
case 0x576F:
case 0x5770:
effectId = 0x974;
break;
}
const CRenderObject* player = reinterpret_cast<const CRenderObject*>(mode->scene->player);
int column;
int row;
mode->WorldCell(player->render.position.x, player->render.position.y, column, row);
if (info->targetAid == this->render.accountId) {
effectId = -2;
}
ActorDamageMessage message;
message.motionSpeed = static_cast<float>(motionSpeed) / 288.0f;
message.targetAid = this->hitTargetAid;
message.time = timeGetTime() + delay;
message.attackerAid = this->render.accountId;
message.unknown_0014 = unknown_001C;
message.unknown_0018 = unknown_0020;
message.unknown_001C = flag;
message.effectId = effectId;
message.unknown_002C = info->unknown_002C;
message.action = action;
message.damage = damage;
message.unknown_0024 = 1;
message.unknown_0034 = 0;
const std::int64_t address = reinterpret_cast<int>(&message);
if (hitCount == 1) {
target->SendMsg(this, 0x1B, 0, static_cast<int>(address), static_cast<int>(address >> 32), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
} else {
const std::int64_t value = damage;
target->SendMsg(
this, 0x1B, 0, static_cast<int>(address), static_cast<int>(address >> 32), static_cast<int>(value), static_cast<int>(value >> 32), 0, 0, 0,
0, 0, 0, 0, 0
);
}
const int job = this->GetEffectiveJob(-1);
if (extraDamage != 0 && (g_session.IsNpcJob(job) || job > 4000 || job == 12)) {
int total = damage;
if (hitCount > 1) {
for (int hit = hitCount - 1; hit != 0; --hit) {
message.time += g_multiHitInterval / 2;
total += damage;
message.damage = damage;
const std::int64_t value = total;
target->SendMsg(
this, 0x1B, 0, static_cast<int>(address), static_cast<int>(address >> 32), static_cast<int>(value), static_cast<int>(value >> 32), 0, 0,
0, 0, 0, 0, 0, 0
);
message.time -= g_multiHitInterval / 2;
}
}
message.action = action;
message.time += g_multiHitInterval / 2 + (g_multiHitInterval / 4 + g_multiHitInterval);
message.damage = extraDamage;
if (hitCount == 1) {
target->SendMsg(this, 0x1B, 0, static_cast<int>(address), static_cast<int>(address >> 32), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
} else {
const std::int64_t value = total + extraDamage;
target->SendMsg(
this, 0x1B, 0, static_cast<int>(address), static_cast<int>(address >> 32), static_cast<int>(value), static_cast<int>(value >> 32), 0, 0, 0,
0, 0, 0, 0, 0
);
}
return;
}
if (hitCount > 1) {
int total = damage;
for (int hit = hitCount - 1; hit != 0; --hit) {
message.time += g_multiHitInterval;
total += damage;
message.damage = damage;
const std::int64_t value = total;
target->SendMsg(
this, 0x1B, 0, static_cast<int>(address), static_cast<int>(address >> 32), static_cast<int>(value), static_cast<int>(value >> 32), 0, 0, 0,
0, 0, 0, 0, 0
);
}
}
break;
}
case 1:
this->Slot15(5, 1);
return;
case 2:
this->Slot15(6, 1);
return;
case 3:
this->Slot15(0, 1);
return;
}
}
// OFFSET: 0x00CC5C70
// FUNCTION: fn_21180
void C3dGrannyGameActor::Slot08() {
this->render.isMotionFinished = this->render.unknown_0070 != 2;
if (this->render.unknown_0070 != 2 || !(this->render.motionSpeed < 1.0f)) {
return;
}
this->clock = GrannyGetSystemSeconds();
const float elapsed = GrannyGetSecondsElapsed(&this->lastClock, &this->clock) * 2.0f;
this->unknown_052C += elapsed / this->render.motionSpeed;
this->model->Animate(this->unknown_052C, this->instance);
this->lastClock = this->clock;
if (this->motion == 2 && this->controls[2] != nullptr && GrannyGetControlDurationLeft(this->controls[2]) <= 0.0f) {
this->motion = 0;
this->controls[this->motion] = this->model->PlayAnimation(0, this->instance, this->controls[0], 0);
this->render.motionSpeed = 1.0f;
}
}
// OFFSET: 0x00CC5EE0
// FUNCTION: fn_21183
void CGrannyCorpse3d::Render(int argument) {
const matrix& view = *reinterpret_cast<const matrix*>(argument);
CTexture* texture = nullptr;
std::uint16_t* indices = nullptr;
RenderCommand* command;
this->clock = GrannyGetSystemSeconds();
const float elapsed = GrannyGetSecondsElapsed(&this->startClock, &this->clock) * 2.0f;
this->unknown_0138 += elapsed;
this->model->Animate(this->unknown_0138, this->instance);
this->startClock = this->clock;
CWorld* scene = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene;
const float sine = ClientSine(static_cast<int>(this->angle));
const float cosine = ClientCosine(static_cast<int>(this->angle));
scene->terrain->Grid().Height(cosine * 0.0f - sine * -40.0f + this->position.x, sine * 0.0f - cosine * 40.0f + this->position.z);
scene->terrain->Grid().Height(cosine * 0.0f - sine * 40.0f + this->position.x, cosine * 40.0f + sine * 0.0f + this->position.z);
matrix transform;
std::memcpy(transform.values, g_identityMatrix, sizeof(g_identityMatrix));
matrix rotation;
rotation.MakeXRotation(std::strstr(this->name, "90") != nullptr ? 1.570796f : 3.141592f);
rotation.AppendYRotation((this->angle + 180.0f) / 180.0f * 3.141592f);
rotation.AppendTranslate(&this->position.x);
vector3d position{0.0f, 0.0f, 0.0f};
g_modeMgr.GetGameMode();
matrix inverse;
inverse.MakeInverse(view);
float lightX = inverse.values[0] * 0.0f - inverse.values[3] * 300.0f + inverse.values[6] * 0.0f + inverse.values[9];
float lightY = inverse.values[1] * 0.0f - inverse.values[4] * 300.0f + inverse.values[7] * 0.0f + inverse.values[10];
float lightZ = inverse.values[2] * 0.0f - inverse.values[5] * 300.0f + inverse.values[8] * 0.0f + inverse.values[11];
const float scale = 1.0f / SquareRoot(lightY * lightY + lightX * lightX + lightZ * lightZ);
lightX *= scale;
lightY *= scale;
lightZ *= scale;
float screenX;
float screenY;
float reciprocalDepth;
g_renderer->ProjectViewport(&this->position.x, view.values, &screenX, &screenY, &reciprocalDepth);
for (int mesh = 0; mesh < this->model->instance->meshCount; ++mesh) {
this->model->deformBuffer = this->vertices[mesh];
int triangleCount;
const GrannyPNT332Vertex* source = static_cast<const GrannyPNT332Vertex*>(
this->model->GetMeshRenderData(mesh, &texture, &indices, &triangleCount, &transform, nullptr)
);
if (source == nullptr || texture == nullptr) {
continue;
}
matrix local;
local.Compose(transform, rotation);
matrix world;
world.Compose(local, view);
int vertexCount = 0;
for (int triangle = 0; triangle < triangleCount; ++triangle) {
command = this->commands[mesh];
for (int corner = 0; corner < 3; ++corner) {
const GrannyPNT332Vertex& vertex = source[indices[vertexCount]];
RenderVertex& output = command->vertices[vertexCount];
++vertexCount;
position.x = vertex.position[0];
position.y = vertex.position[1];
position.z = vertex.position[2];
g_renderer->viewport.Projection().Project(&position.x, world.values, output);
output.u = vertex.uv[0];
output.v = vertex.uv[1];
const float shade = lightX * vertex.normal[0] + lightY * vertex.normal[1] + lightZ * vertex.normal[2];
this->brightness = static_cast<unsigned>(std::max(0.0f, std::min(1.0f, shade)) * 100.0f + 155.0f);
output.diffuse = (this->alpha << 24) + static_cast<unsigned char>(this->brightness) * 0x10101;
}
}
command->texture = texture;
command->vertexCount = vertexCount;
g_renderer->queues.Submit(command, 0, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd);
}
}
// OFFSET: 0x00CC6860
// FUNCTION: fn_21184
void C3dGrannyGameActor::Unused6860(int) {
}
// OFFSET: 0x00CC7950
// FUNCTION: fn_21187
void C3dGrannyGameActor::Unused7950(int) {
}
// OFFSET: 0x00CCC890
// FUNCTION: fn_21197
bool CGameActor::IsSkillWithoutAction(int skillId) {
switch (skillId) {
case 0x00B:
case 0x02F:
case 0x111:
case 0x19D:
case 0x2DC:
case 0x8D2:
case 0x8EC:
case 0x903:
case 0x90D:
case 0x918:
case 0x919:
case 0x91C:
case 0x921:
case 0x9AC:
case 0x9D7:
case 0xA10:
case 0xBBE:
case 0xBBF:
case 0x13A2:
case 0x13B6:
case 0x146E:
case 0x1473:
case 0x147B:
case 0x147C:
case 0x147D:
case 0x1480:
case 0x1484:
case 0x14A3:
case 0x14A4:
case 0x14C4:
return true;
}
return CSkillActionMgr::GetInstance()->ActionSlot04(skillId);
}
// OFFSET: 0x00CCCAE0
// FUNCTION: fn_21198
int ReturnZero() {
return 0;
}
// OFFSET: 0x00CC5D80
// FUNCTION: fn_21182
void C3dGrannyGameActor::Render(int argument) {
this->unknown_0DBC.clear();
this->clock = GrannyGetSystemSeconds();
const float elapsed = GrannyGetSecondsElapsed(&this->lastClock, &this->clock) * 2.0f;
this->unknown_052C += elapsed;
this->model->Animate(this->unknown_052C, this->instance);
this->lastClock = this->clock;
if (this->motion == 2 && this->controls[2] != nullptr && GrannyGetControlDurationLeft(this->controls[2]) <= 0.0f) {
this->motion = 0;
this->controls[this->motion] = this->model->PlayAnimation(0, this->instance, this->controls[0], 0);
}
GrannyActorLight light;
light.direction = g_weatherEffect.GetWindDirection();
light.red = 200;
light.green = 200;
light.blue = 200;
light.intensity = 0x80;
if (this->unknown_0650 == 1 || this->unknown_0650 == 2) {
return;
}
if (this->unknown_02E0 == 2) {
this->RenderShadowed(argument);
} else {
this->RenderLit(argument, light);
}
}
// OFFSET: 0x00CC7180
// FUNCTION: fn_21186
void C3dGrannyGameActor::RenderLit(int argument, const GrannyActorLight& light) {
const matrix& view = *reinterpret_cast<const matrix*>(argument);
CTexture* texture = nullptr;
std::uint16_t* indices = nullptr;
if (this->render.accountId == 0xFFFFFFFF) {
return;
}
CWorld* scene = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene;
const float sine = ClientSine(static_cast<int>(this->angle));
const float cosine = ClientCosine(static_cast<int>(this->angle));
scene->terrain->Grid().Height(
cosine * 0.0f - sine * -40.0f + this->render.position.x, sine * 0.0f - cosine * 40.0f + this->render.position.z
);
scene->terrain->Grid().Height(
cosine * 0.0f - sine * 40.0f + this->render.position.x, cosine * 40.0f + sine * 0.0f + this->render.position.z
);
matrix transform;
std::memcpy(transform.values, g_identityMatrix, sizeof(g_identityMatrix));
matrix rotation;
rotation.MakeXRotation(std::strstr(this->name, "90") != nullptr ? 1.570796f : 3.141592f);
rotation.AppendYRotation((this->angle + 180.0f) / 180.0f * 3.141592f);
vector3d position;
position.x = this->render.position.x - 2.0f;
position.y = this->render.position.y;
position.z = this->render.position.z - 2.0f;
rotation.AppendTranslate(&position.x);
float screenX;
float screenY;
float reciprocalDepth;
g_renderer->ProjectViewport(&this->render.position.x, view.values, &screenX, &screenY, &reciprocalDepth);
matrix inverse;
inverse.MakeInverse(view);
float lightX =
light.direction.x * inverse.values[0] + light.direction.y * inverse.values[3] + light.direction.z * inverse.values[6] + inverse.values[9];
float lightY =
light.direction.x * inverse.values[1] + light.direction.y * inverse.values[4] + light.direction.z * inverse.values[7] + inverse.values[10];
float lightZ =
light.direction.x * inverse.values[2] + light.direction.y * inverse.values[5] + light.direction.z * inverse.values[8] + inverse.values[11];
const float scale = 1.0f / SquareRoot(lightY * lightY + lightX * lightX + lightZ * lightZ);
lightX *= scale;
lightY *= scale;
lightZ *= scale;
float bounds[5];
bounds[0] = static_cast<float>(g_renderer->viewport.width);
bounds[1] = static_cast<float>(g_renderer->viewport.height);
bounds[2] = 0.0f;
bounds[3] = 0.0f;
bounds[4] = reciprocalDepth;
for (int mesh = 0; mesh < this->model->instance->meshCount; ++mesh) {
this->model->deformBuffer = this->vertices[mesh];
int triangleCount;
const GrannyPNT332Vertex* source = static_cast<const GrannyPNT332Vertex*>(
this->model->GetMeshRenderData(mesh, &texture, &indices, &triangleCount, &transform, nullptr)
);
if (source == nullptr || texture == nullptr) {
continue;
}
matrix local;
local.Compose(transform, rotation);
matrix world;
world.Compose(local, view);
if (this->unknown_025C == 0x49D && mesh == 28) {
this->LaunchEffect(0x175, vector3d{source[64].position[0], source[64].position[1], source[64].position[2]}, -this->angle);
}
RenderCommand* command;
int vertexCount = 0;
for (int triangle = 0; triangle < triangleCount; ++triangle) {
command = this->commands[mesh];
for (int corner = 0; corner < 3; ++corner) {
RenderVertex& output = command->vertices[vertexCount];
const GrannyPNT332Vertex& vertex = source[indices[vertexCount]];
++vertexCount;
position.x = vertex.position[0];
position.y = vertex.position[1];
position.z = vertex.position[2];
g_renderer->viewport.Projection().Project(&position.x, world.values, output);
output.u = vertex.uv[0];
output.v = vertex.uv[1];
const float shade = lightX * vertex.normal[0] + lightY * vertex.normal[1] + lightZ * vertex.normal[2];
this->brightness = static_cast<unsigned>(
std::max(0.0f, std::min(1.0f, shade)) * static_cast<float>(light.intensity) + static_cast<float>(0xFF - light.intensity)
);
output.diffuse = (((light.green + 0x38 + this->brightness) << 8) & 0xFF00) +
(((light.red + 0x38 + this->brightness) << 16) & 0xFF0000) +
static_cast<unsigned char>(light.blue + 0x38 + this->brightness) + (this->alpha << 24);
}
this->unknown_0DBC.push_back(position);
}
command->texture = texture;
command->vertexCount = vertexCount;
g_renderer->queues.Submit(command, 0, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd);
this->meshTextures[mesh] = texture;
this->meshIndices[mesh] = indices;
this->meshTriangleCounts[mesh] = triangleCount;
this->meshTransforms[mesh] = transform;
}
if (this->model->ProjectBounds(bounds, view, rotation, static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.eye)) {
this->SetRenderInfo(bounds, screenX, screenY);
} else {
this->SetTlvert(screenX, screenY);
}
}
// OFFSET: 0x00CC68F0
// FUNCTION: fn_21185
void C3dGrannyGameActor::RenderShadowed(int argument) {
const matrix& view = *reinterpret_cast<const matrix*>(argument);
CTexture* texture = nullptr;
std::uint16_t* indices = nullptr;
if (this->render.accountId == 0xFFFFFFFF) {
return;
}
this->brightness = (this->alpha << 24) + 0xFFFFFF;
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
matrix transform;
std::memcpy(transform.values, g_identityMatrix, sizeof(g_identityMatrix));
matrix rotation;
rotation.MakeXRotation(std::strstr(this->name, "90") != nullptr ? 1.570796f : 3.141592f);
rotation.AppendYRotation((this->angle + 180.0f) / 180.0f * 3.141592f);
rotation.AppendTranslate(&this->render.position.x);
matrix spin;
spin.MakeZRotation(this->angle / 180.0f * 3.141592f);
matrix world;
world.Compose(rotation, view);
vector3d position{0.0f, 0.0f, 0.0f};
vector3d light{0.0f, 0.0f, 0.0f};
mode->camera->frame.Forward(mode->camera->camera, &light.x);
const vector3d direction = light;
light.x = direction.y * view.values[3] + direction.x * view.values[0] + direction.z * view.values[6] + view.values[9];
light.y = direction.y * view.values[4] + direction.x * view.values[1] + direction.z * view.values[7] + view.values[10];
light.z = direction.y * view.values[5] + direction.x * view.values[2] + direction.z * view.values[8] + view.values[11];
const float scale = 1.0f / SquareRoot(light.y * light.y + light.x * light.x + light.z * light.z);
light.x *= scale;
light.y *= scale;
light.z *= scale;
float screenX;
float screenY;
float reciprocalDepth;
g_renderer->ProjectViewport(&this->render.position.x, view.values, &screenX, &screenY, &reciprocalDepth);
float bounds[5];
bounds[0] = static_cast<float>(g_renderer->viewport.width);
bounds[1] = static_cast<float>(g_renderer->viewport.height);
bounds[2] = 0.0f;
bounds[3] = 0.0f;
bounds[4] = reciprocalDepth;
RenderCommand* command;
for (int mesh = 0; mesh < this->model->instance->meshCount; ++mesh) {
this->model->deformBuffer = this->vertices[mesh];
int triangleCount;
const GrannyPNT332Vertex* source = static_cast<const GrannyPNT332Vertex*>(
this->model->GetMeshRenderData(mesh, &texture, &indices, &triangleCount, &transform, nullptr)
);
if (source == nullptr) {
continue;
}
if (this->unknown_025C == 0x49D && mesh == 28) {
this->LaunchEffect(0x175, vector3d{source[64].position[0], source[64].position[1], source[64].position[2]}, -this->angle);
}
int vertexCount = 0;
for (int triangle = 0; triangle < triangleCount; ++triangle) {
command = this->commands[mesh];
for (int corner = 0; corner < 3; ++corner) {
RenderVertex& output = command->vertices[vertexCount];
const GrannyPNT332Vertex& vertex = source[indices[vertexCount]];
++vertexCount;
position.x = vertex.position[0];
position.y = vertex.position[1];
position.z = vertex.position[2];
g_renderer->viewport.Projection().Project(&position.x, world.values, output);
output.u = vertex.uv[0];
output.v = vertex.uv[1];
const float shade = light.y * vertex.normal[1] + light.x * vertex.normal[0] + light.z * vertex.normal[2];
this->brightness = static_cast<unsigned>(std::max(0.0f, std::min(1.0f, shade)) * 100.0f + 155.0f);
output.diffuse = static_cast<unsigned char>(this->brightness) * 0x10101 + (this->alpha << 24);
}
}
const vector3d corner = position;
position.y = spin.values[4] * corner.y + spin.values[1] * corner.x + spin.values[7] * corner.z + spin.values[10];
position.x = spin.values[0] * corner.x + spin.values[3] * corner.y + spin.values[6] * corner.z + spin.values[9] +
static_cast<float>(static_cast<int>(this->render.position.x) % 5);
position.z = spin.values[5] * corner.y + spin.values[2] * corner.x + spin.values[8] * corner.z + spin.values[11] +
static_cast<float>(static_cast<int>(this->render.position.z) % 5);
this->unknown_0DBC.push_back(position);
CTexture* meshTexture;
if (mesh == 1) {
const std::string name = g_guildMgr->GetEmblemFilename(this->Slot50());
CEmblemRes* emblem = static_cast<CEmblemRes*>(ResourceMgr::Instance().Load(name));
if (emblem != nullptr) {
if (this->emblemTexture == nullptr) {
this->emblemTexture = g_texMgr.Upload(24, 24, emblem->gif.image.pixels, 0, 0, false, false, false);
} else {
this->emblemTexture->Upload(0, 0, 24, 24, emblem->gif.image.pixels, 0, 0);
}
}
meshTexture = this->emblemTexture;
} else {
meshTexture = texture;
}
command->texture = meshTexture;
command->vertexCount = vertexCount;
if (meshTexture != nullptr) {
g_renderer->queues.Submit(command, 0, g_renderer->fog.supported != 0, g_depthStart, g_depthEnd);
}
}
if (this->model->ProjectBounds(bounds, view, rotation, static_cast<CGameMode*>(g_modeMgr.GetGameMode())->camera->frame.eye)) {
this->SetRenderInfo(bounds, screenX, screenY);
} else {
this->SetTlvert(screenX, screenY);
}
}
// OFFSET: 0x00CC3E50
// FUNCTION: fn_21156
void CGameActor::SetCharm(int type, int count) {
this->SendMsg(this, 0x6D, 0, 0x2E1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(this, 0x6D, 0, 0x2E2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(this, 0x6D, 0, 0x2DF, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->SendMsg(this, 0x6D, 0, 0x2E0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
if (count <= 0 || StateFlag01(this->Slot13()) || StateFlag02(this->Slot13())) {
return;
}
this->charmType = type;
this->unknown_03D0 = count;
if (!g_effectMgr->HasAllocator(0xE4)) {
int effectId;
if (type == 1) {
effectId = 0x2E1;
} else if (type == 2) {
effectId = 0x2E2;
} else if (type == 3) {
effectId = 0x2DF;
} else if (type == 4) {
effectId = 0x2E0;
} else {
effectId = 0xE4;
}
CRagEffect* effect = this->LaunchEffect(effectId, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
vector3d position{static_cast<float>(count), 0.0f, 0.0f};
if (effect != nullptr) {
effect->SendMsg(nullptr, 14, 0, reinterpret_cast<int>(&position), 0, 0, 0, 0);
}
return;
}
int effectId;
if (type == 1) {
effectId = 0x2E1;
} else if (type == 2) {
effectId = 0x2E2;
} else if (type == 3) {
effectId = 0x2DF;
} else if (type == 4) {
effectId = 0x2E0;
} else if (type == 5) {
effectId = 0xE4;
} else {
return;
}
CEffect* effect = g_effectMgr->Spawn(
this->render.accountId, effectId, this->render.position.x, this->render.position.y, this->render.position.z, 0, -1, 0, 0
);
if (effect != nullptr) {
static_cast<CEnergyOrbEffect*>(effect)->SetCount(count);
}
}
namespace {
__declspec(noinline) bool __stdcall IsTreeGroupTwoLocal(int job) {
if (job >= JT_RUNE_KNIGHT && job <= JT_MADOGEAR_B) {
return true;
}
switch (job) {
case JT_PIG_GENETIC:
case JT_SHEEP_SURA:
case JT_SHEEP_ARCB:
case JT_FOX_SORCERER:
case JT_FOX_WARLOCK:
case JT_DOG_G_CROSS:
case JT_DOG_CHASER:
case JT_OSTRICH_MINSTREL:
case JT_OSTRICH_WANDER:
case JT_FOX_WARLOCK_B:
case JT_SHEEP_ARCB_B:
case JT_DOG_G_CROSS_B:
case JT_FOX_SORCERER_B:
case JT_OSTRICH_MINSTREL_B:
case JT_OSTRICH_WANDER_B:
case JT_SHEEP_SURA_B:
case JT_PIG_GENETIC_B:
case JT_DOG_CHASER_B:
case JT_PIG_MECHANIC:
case JT_OSTRICH_RANGER:
case JT_LION_ROYAL_GUARD:
case JT_LION_RUNE_KNIGHT:
case JT_PIG_MECHANIC_B:
case JT_OSTRICH_RANGER_B:
case JT_LION_ROYAL_GUARD_B:
case JT_LION_RUNE_KNIGHT_B:
return true;
default:
return false;
}
}
__declspec(noinline) bool __stdcall IsTreeGroupThreeLocal(int job) {
const auto value = static_cast<unsigned>(job);
return value - JT_DRAGON_KNIGHT <= unsigned(JT_FOURTH_JOB_END - JT_DRAGON_KNIGHT) ||
value - JT_SKY_EMPEROR <= unsigned(JT_UPPER_EXTENDED_JOB2_END - 1 - JT_SKY_EMPEROR) || job == JT_ALITEA ||
job == JT_ALITEA_RIDING;
}
}
// OFFSET: 0x00CAA4D0
// FUNCTION: fn_21017
void CGameActor::sub_CAA4D0() {
if (g_serviceOptions.Get(0x6b) != 0) {
return;
}
if (IsTreeGroupTwoLocal(this->GetEffectiveJob(-1))) {
if (static_cast<std::int16_t>(this->unknown_0210) == g_session.m_maxLevel) {
this->SendMsg(nullptr, 0x96, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
return;
}
this->unknown_02B4 = 0;
return;
}
if (IsTreeGroupThreeLocal(this->GetEffectiveJob(-1)) == true) {
if (static_cast<std::int16_t>(this->unknown_0210) == *reinterpret_cast<int*>(&g_session.unknown_7EF0[0x74])) {
this->SendMsg(nullptr, 0x97, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
return;
}
this->unknown_02B4 = 0;
return;
}
if (g_session.IsSuperNovice2Job(this->GetEffectiveJob(-1))) {
if (static_cast<std::int16_t>(this->unknown_0210) == *reinterpret_cast<int*>(&g_session.unknown_7EF0[0])) {
this->SendMsg(nullptr, 0x92, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
return;
}
this->unknown_02B4 = 0;
return;
}
if (g_session.IsExpandedJob(this->GetEffectiveJob(-1))) {
if (static_cast<std::int16_t>(this->unknown_0210) == *reinterpret_cast<int*>(&g_session.unknown_7EF0[4])) {
this->SendMsg(nullptr, 0x92, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
return;
}
this->unknown_02B4 = 0;
return;
}
if (g_session.IsMercenaryJob(this->GetEffectiveJob(-1))) {
const int skill = static_cast<std::int16_t>(this->unknown_0210);
if (skill == *reinterpret_cast<int*>(&g_session.unknown_7EF0[8])) {
this->SendMsg(nullptr, 0x93, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
return;
}
if (skill != *reinterpret_cast<int*>(g_session.unknown_7EE8)) {
this->unknown_02B4 = 0;
return;
}
if (g_session.IsNewMercenaryJob(this->GetEffectiveJob(-1)) != 0) {
this->unknown_02B4 = 0;
return;
}
this->SendMsg(nullptr, 0x7d, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
return;
}
if (g_session.IsDoramJob(this->GetEffectiveJob(-1)) == true) {
if (static_cast<std::int16_t>(this->unknown_0210) == *reinterpret_cast<int*>(&g_session.unknown_7EF0[0x28])) {
this->SendMsg(nullptr, 0x92, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
return;
}
this->unknown_02B4 = 0;
return;
}
if (static_cast<std::int16_t>(this->unknown_0210) == *reinterpret_cast<int*>(g_session.unknown_7EE8)) {
this->SendMsg(nullptr, 0x7d, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
return;
}
this->unknown_02B4 = 0;
}
// OFFSET: 0x00CC2340
// FUNCTION: fn_21139
void CGameActor::SetActorJob(int job) {
this->unknown_025C = job;
if (job < 0xfaf) {
if (job == 0xfae) {
this->unknown_025C = 0xfa8;
} else if (job == 0xd) {
this->unknown_025C = 7;
} else if (job == 0x15) {
this->unknown_025C = 0xe;
}
} else if (job < 0x10b7) {
if (job == 0x10b6) {
this->unknown_025C = 0x10a1;
} else {
switch (job) {
case 0xfb6:
this->unknown_025C = 0xfaf;
break;
case 0xfc4:
this->unknown_025C = 0xfbe;
break;
case 0xfcc:
this->unknown_025C = 0xfc5;
break;
case 0xfd0:
this->unknown_025C = 0xfcf;
break;
case 0xff0:
case 0xff8:
case 0xffa:
case 0xffc:
case 0xffe:
this->unknown_025C = 0xfd6;
break;
case 0xff1:
case 0xff9:
case 0xffb:
case 0xffd:
case 0xfff:
this->unknown_025C = 0xfdc;
break;
case 0xff2:
this->unknown_025C = 0xfe2;
break;
case 0xff3:
this->unknown_025C = 0xfe9;
break;
case 0xff4:
this->unknown_025C = 0xfd8;
break;
case 0xff5:
this->unknown_025C = 0xfde;
break;
case 0xff6:
this->unknown_025C = 0xfda;
break;
case 0xff7:
this->unknown_025C = 0xfe0;
break;
case 0x100d:
this->unknown_025C = 0x1000;
break;
case 0x100e:
this->unknown_025C = 0x1006;
break;
case 0x100f:
this->unknown_025C = 0x1002;
break;
case 0x1010:
this->unknown_025C = 0x1004;
break;
case 0x108e:
this->unknown_025C = 0x1082;
break;
case 0x1094:
this->unknown_025C = 0x1091;
break;
}
}
} else {
switch (job) {
case 0x10b7:
this->unknown_025C = 0x109d;
break;
case 0x10b8:
this->unknown_025C = 0x109c;
break;
case 0x10b9:
this->unknown_025C = 0x10a2;
break;
case 0x10dc:
this->unknown_025C = 0x10ce;
break;
}
}
int slotJob;
if (g_session.IsCostumeJob(this->GetEffectiveJob(-1)) == true || this->unknown_0404 == 0) {
slotJob = this->GetEffectiveJob(-1);
} else if (this->unknown_0404 == 1) {
slotJob = 0x1104;
} else if (this->unknown_0404 == 2) {
slotJob = 0x1105;
} else {
slotJob = this->unknown_025C;
}
this->Slot21(slotJob);
this->ResetJobEffects();
this->sub_CAA4D0();
}